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(+2)

My god this game was amazing. I can't believe I haven't heard anyone talk about it. Really slick yet simplistic art-style. I was instantly hooked. But enough gushing about it, I'm also here to give some feedback. 

I'm sure this is already planned but I'll say it anyway. The runs are a bit too short. Just when I feel like I've gotten a great customized deck, the run has ended. But since this is just a very early version I'd say it's safe to assume that more content of that aspect is to come. 

I might also add since we're on the topic of length. These types of rougelikes usually heavily benefits from having some sort of endless mode. Basically just go as long as you can until you lose. Cause often with these games, winning can also come as a disappointment. Because it means that you won't be able to play with your build anymore. 

Some parts UI should be clearer. For instance, you should be able to get information regarding every move. The only thing you know is its damage. But you don't know what it does, how many tiles it covers and such. Like the Spear being 2 tiles forward and the sword slash being front and back. Or for instance when upgrades say things like "Add the poison effect". What does poison do? What does ice do? What does electricity do? It's just a lot of things that are unclear in the game. Sure you learn about them eventually by just playing and observing. But it'd be much better if you could just get this info right away. 

Speaking of UI. It would be great if you could order your deck. Since you always have to look at your randomly ordered deck whenever you want to make a move. If you could order it, either by sorting it (for instance by cost or cooldown) or if you could manually drag the moves in the order you want them. Just a way to make their order consistent.

As for relics. I may not have seen every relic in the game, so something similar might already exist. But it would be great to see relics that helps you with your combo. For instance increasing your max combo limit. Or maybe allowing you to insert the first (or second if it's an issue of balance) move without progressing a turn. 

This could also work as a move instead of a relic. For instance a low damage and/or high cooldown move that can be inserted into the combo without progressing a turn. It would be an interesting trade-off. And I think something like this is needed, because some enemies can spam ranged attacks quicker than you can even do something about it. 

(+1)

Thank you for the amazing feedback. I pretty much agree with all your remarks.

Longer runs (and more variety across runs) is indeed something I'm planning to work on.

Some kind of endless mode might be a nice addition. For example: after successfully completing a 'regular run', you could store/save your build and use it in a separate 'endless mode'. In general, I think meta-progression is quite underdeveloped at the moment, and I'm experimenting with a few different ideas...

Regarding being able to get more information on tiles, effects, etc.: personally, I like it when games don't explain everything and let you figure out some of the mechanics by yourself. While I'm kinda under-explaining on purpose, I need to strike a better balance otherwise the game might feel needlessly confusing or obscure.  So, I totally get your point. Food for thoughts.

Next: deck sorting is now on my ToDo list ;)

Finally, I'm working on a new tile upgrade called 'quick play' which significantly increases cooldown but lets you add the tile to the attack queue without triggering a turn.

Thanks again!