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Wow you upped the difficulty on this build. It was definitely more fun once I got into the groove, but the difficulty ramp / learning curve was pretty steep. I know last time I mentioned combining enemy clusters, but it'd be nice to meet enemies in isolation the first time you encounter them just so you know how they work. The exploding rocks with the direction changing debris and the enemies that shoot a spread of bullets non-stop got me a few times before I was able to figure out exactly what was going on I also never encountered (or was unable to find the interface for) a shop, so I never chose coins, which made it feel like the only choice was whatever the other item after each stage was.

Overall I think the game shows potential, roguelikes are always popular and choosing your path / rewards is exciting, but it needs balance tweaks to really make it stand out. Keep it up and you can have a really exciting game on your hands. Great job!

I need to work in a better first-time experience, maybe simpler/easier waves in the first level/run. During production build it was easy to overlook shops and item screens, so I fixed that making the character speak to the player in those places. But if you couldn't find one, maybe it didn't work as expected. Lots of content was cut during production and that made the game unbalanced, I want to add all that in a future version, so I'll be working a lot on balancing the game. Thank you so much for playing and leaving your valuable feedback!