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(1 edit) (+1)

Wow this was cool.

You have both third and first person gameplay which is just grand. The music and audio is great aswell. you are clear most of the time with what's going on.

The game play is nifty and has small details in it thats super fun to experience.

Time for feedback

  • I think this game moves Too fast. It's a bit jittery especielly when you are fighting the goblins goddamn.
  • you taught me some mechanics context that i dident use in the actual game thats too bad those things were interesting
  • I think the battle aspect of dungeon crawling is a little too much especially when its mixed with traps, (It feels unreasonable)
  • i found that i was moving in a very flat world, i wish there was more elevation in the game.  i saw stairs but i dont remember walking on any.
  • The traps are very hard to see i know thats the point but.. They are small holes with out any geometry to show somethings up. I Guess in a game that moves this fast.. It feels a little contradicting to have traps that are almost invisible when you are moving this fast.. you know what im saying?
  • I dident understand why after i died it changed my equipment. I would have liked to find stuff in the dungeon to use, start with a rock and maybe find a sword in the dungeon and gear yourself up with what you prefer. Maybe this isen't the point i was just yearning for that.
  • It seems that you changed hero after you die, This was not very clear, I dont really see the point either. If you are going for a rogue legacy approach flip the entire map aswell into something procedural If i died and want to adjust my play with the same character and im forced to use a poisoner it's kind of unreasonable and breaks flow.
  • Enemys need to have a standard of size imo  the really tiny enemys are obnoxious so the smallest size should be alittle bigger than a bat Maybe make the bats bigger also. some graphical definition
  • the melee combat is pretty good? but it could be better. How? Im not entirely sure, It just feels like the dash when you strike could be a little more subtle a sweet spot of throwing a blow but not maybe launch across the map so far?  
  • Enemys should definetly show more damage impact  if you strike them you could freeze them up and show you hit them like old school beat em ups or something like zelda, Since its so hectic its hard to tell if you are landing Hits.
  • The dashpower move doesent meld well with the level design, i wish i could use it in the game for actual gameplay. though it's random to get the character and if i get the character the move is pretty much useless in the context of the game.

I played this mostly in first person to get the best sort of experience.

I think this has a lot of potential if you start narrowing down some stuff,  Keep going polish it up this could be Baller.

I'm sure im missing something more but that's my feedback