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(+1)

Fun, though it feels way too slow to gain coins. Doesn't feel like my progress is rewarded since I don't seem to get any bonus coins even when getting to floor 17 before dying on my second run (other than boss coins).

The one boss I've fought so far has been fun, but other than that the game has primarily been "run in one direction and hope I get good enough upgrades to kill the enemies before they catch up with me". Even if I primarily get strength and sword upgrades, it eventually becomes too risky to fight them head-on because of the low range of the sword compared to their movement speed.

Similarly, anti-projectile upgrades become kinda useless. They're only useful if I do close-combat fighting, but if I upgrade-anti-projectile skills, then I don't have enough attack-damage to do that. And if both me and the enemies are running faster than the projectiles it makes no sense to block or parry them.

Bleed is a bit OP right now, I would recommend making it lose stacks gradually. I like the max 10 bleed damage per tick on bosses, it works well with not making the fight over instantly, and still gives a sense of usefulness of upgrading bleed when I get a speed boost.

Contact damage by enemies is way too high, you should probably have a limit on how fast the same enemy can damage you again. Right now if they're faster than you they end up damaging you 3 times in half a second which just feels too punishing. Right now I mostly die from not spotting an enemy before I run into it, even with the 0.25 grace period upgrade.

All in all I had fun playing, I might try it again later. It'll be interesting to see if the permanent rewards end up making me too OP due to stacked upgrades, or if it'll just make the early-game faster.


Hey,

Thank you for the great constructive feedback! All your points are  relevant and I agree with most of your suggestions, they will help me balance the game.

Coins right now are indeed quite spare, especially in early levels.  The goal is that the first tier of shop upgrades is easily accessible, while the other tiers are hard to obtain unless you stack the rare upgrade that drops more coins, if you feel like your character is strong enough. Giving bonus coins based on the level achieved is something I will try.

Running in one direction or running in circles is something I'm trying to avoid with the spawn system, I'll try to think up good ways to avoid that player behavior while still keeping an infinite map.

Right now some builds work with staying in melee range, but I agree the range is low and the "ranged build" feels much safer. I plan to add sword range upgrades, just need to do the art for it (I don't want to scale pixels).

I've noticed the same issue about projectiles, initially the gameplay was very focused on projectiles and parrying and I have a few ideas in mind to solve the problem you talk about.

Good idea about the bleed stacks. Right now I don't mind too much that it isn't capped on normal enemies, since it's one of multiple paths to get enough damage to deal with late game enemies. It's capped at 1%boss HP per tick.

About contact damage, there already is a limit, but I agree it sometimes feels too punishing and fast, I'm iterating on ways to change that.

Buying the whole shop will definitely make you OP for this version of the game, but might allow you to test out builds and hidden upgrades. Also, the second boss is stil waiting for you ;).