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Hi beenbaba,

Thank you for the praise and I'm happy to hear that you enjoyed the experience and even found it addicting! xD

To comment on a few points you raised:

1. The floors in the Abyss are in fact procedurally generated. Having said that, I definitely agree that they could use more decorations. In fact, it was in the original spec, but because it was lower on the priority list, it got cut as the deadline drew near.

2. You are absolutely correct in assessing that there's way too much information way too fast, as well as the fact that this was a deliberate choice because I wanted to demonstrate the game's potential. In a full/normal release the introduction of mechanics and their tutorials would be spaced out MUCH farther apart so players will have time to learn and familiarize the previous thing before I throw the next one at them.

3. In regards to traps, I agree that there needs to be some rebalancing, but the idea that traps + encounters can KO you if you aren't carefully managing Level Ups, Blessings, HP/MP, and Chain Bonuses is intentional. To explain the reasoning, a key distinguishing feature of this game is that there is no real "game over" state. Being KOed in battle only creates some light penalties, and unlike roguelikes, players keep most of their progress. So I wanted to have KOs to actually be a part of the experience as players travel in the Abyss (if they're not being hyper vigilant). It's there to create a certain level of tension ("I don't want to lose EXP", "I don't want to lose that Tier 3 Ability I just got", "Let me just make it to the next Light of Reprieve so I can cash in on my EXP and permanently keep Ability X"), while not being unforgivingly punishing by sending you back to the title screen and erasing your progress for the last 30 minutes.

4. As far as battle BGM goes, the choice to have only Remnant and Boss battles have real battle BGMs was to emphasize them when players do hear them. I feel like normal encounters are so short (and designed to be short, especially if you activate High-Speed Mode) that the constant transitioning between map and battle music would be jarring, but I will take a look into it to see if there are any alternatives. I did actually try a system where the battle music "remembers" where it stopped between battles, but even then the changes were too abrupt and frequent.

Thanks again for playing and providing such valuable feedback!
Andy

Ah so they are procedurally generated and I agree that it does make sense to cut the 'fluff' so to speak like decorations to get a working prototype up and running.

I very much understand the tension aspect you are describing, as I felt it quite a few times. I got a Siphon Edge which I LOVED using but I lost it :'( and the battles leading up to my demise were tense!

That's a fair point on the traps too and as noted above my tension level did rise! It was maybe the combination of them being invisible (unless you have focus on) + possibly a bit too much damage seeming a little bit on the harsh side but these things, especially difficulty and challenge, are hard to balance as you can never please everyone (maybe I'm too soft XD)

What you've noted about the battle bgm I can definitely understand and in actual fact, I did take notice of the music change much more with Remnant and Boss Encounters than I would have usually if it wasn't for the absence of music in mob battles. Just, you know, I like battle music XD

Again, though, great prototype and really had a good time playing it. I may revisit it once I get through some more entries/get some more time/finish fixing bugs with our game as it was a nice polished experience :D