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(+1)

Played it and was not expecting this. At first I thought it was a poorly made unity project just to test things up. But as I pursued, I got the goofy aspect of it and loved it. The combat is fluid and flows well, and it got me when the red team got introduced. The quick and goofy humor got merged me into the gameplay. Also that fight against the necromancer really shows what the game is capable of in terms of bullet hell, I think this needs to come quicker in a commercial demo. The initial tutorial almost got me out of the game, but I understand it makes sense story wise. The gameplay was in the end satisfying enough that I pushed through, and it's not my typical kind of game. I'll drop some remarks in no particular order : - some spells have nice feeback wich creates a sufficient mix for what looks smooth/loose in comparison - spells explanation in tutorial was clear - stasis spell is very cool

- some inputs lack animation reactivity*
- too zoomed in
- the E spell sound plays in loop if you pause
- item dropped are too small
- the stasis tutorial part did not clicked with me at first, I thought the demo was over despite me freezing the rock. Reloaded the level via escape and got it the 2nd time (note the first rock did not respawn)
- one enemy spawned out of the zombie square, when you fall after the big crystal
- the same happened further after the 2nd blue character is playable
- dodge seemed too wide at first, I got used to it, did not try the Shift dodge too much when I found out
- dialogs between 2 characters need a highlight of some sort sometimes to better know who's talking. Name is not enough I found. It's much clearer when the portrait changes in one spot, or when the dialog box changes color.
- music at some point was hiding the SFX too much, there was no ducking
- HUD needs clarity and an art pass imo
- boxes to break takes too long to break to be fun
- could not slide the wall in some place (pic joined)

*I went past all the imprecision in the gameplay at some point because the necessary was there, and the style of narration/presentation makes it justifiable

Thank you friend!  I'm glad you liked it! I will do my best to improve!


>some inputs lack animation reactivity*
Yeah, I definitely need to add more of that.

>too zoomed in
This is something I've heard a lot, I'll either zoom it out in general or add an option for zoom levels

>the E spell sound plays in loop if you pause

>item dropped are too small
Good to know, thanks

>the stasis tutorial part did not clicked with me at first, I thought the demo was over despite me freezing the rock. Reloaded the level via escape and got it the 2nd time (note the first rock did not respawn)
I noticed that in GDesecrate's stream as well. I'll need to make thing clearer.

>one enemy spawned out of the zombie square, when you fall after the big crystal
>the same happened further after the 2nd blue character is playable
Same thing here, I'll need to look into that.

>dialogs between 2 characters need a highlight of some sort sometimes to better know who's talking. Name is not enough I found. It's much clearer when the portrait changes in one spot, or when the dialog box changes color.
Yeah, not super happy with the portrait system. I'll try to make it better.

>music at some point was hiding the SFX too much, there was no ducking
Ducking?

>HUD needs clarity and an art pass imo
I can't really into art, but I'll try to make it clearer somehow

>boxes to break takes too long to break to be fun
Roger that!

>could not slide the wall in some place (pic joined)
Thanks, I'll look into it!

(+1)

Ducking would be the music getting a lower volume when an SFX, or succession of SFX gets played. A priority level on the SFX that acts on a mix. Not necessary if the base mix of Music and SFX is properly done. But in my playthrough, the SFX downed under the Music that was itself too loud in my opinion (Necromancer).