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(+3)

Super cool ! That's a lot of content you've managed to put in !

As others stated there is a big lack of feedback.

Did not read the entire page before playing so the shops being shops and the fact there was money wasn't clear immediately, I feel this is mostly due to the UI being low contrast in most rooms, some outline or background would help, some feedback would be even better. At some point got to $-4, not sure how that happened but I think one shop overcharged me, might want to report it to the DFCTS (Dungeon Financial Commission for Thrust and Safety)

I wasn't expecting the rooms to lead to random rooms so got super confused at first why the doors kept changing randomly haha

Though despite not having read most of the page I still figured out what the different room types meant and even that the purple was more money for a harder fight, so I think that works well.

The different upgrades and characters are pretty cool, the only issue there was the weapon master, it often was impossible to not take both dice, so instead of having to first pick the one you don't want then pick the other to keep it, I think just removing the other die could be better, though it allows you to change mid fight it is unlikely you'll pick it up willingly.

The hitboxes were a bit unclear, sometimes I would overlap bullets and not take any damage, or sometimes passing by enemies I would get hurt, sometimes even take more than one damage from a single bullet, I'm not sure if this really the hitboxes being at fault, or just the general lack of damage feedback that made it extra unclear when/where the damage really happened.

Some weapons felt considerably worse/harder than others, I don't know if it is meant that way but considering you don't really have a choice about taking the dice when you go in a room, I'm not a fan of this design choice. Heck even the heart rooms you can't leave without taking your pills um I meant heal a bunch ah wait no that's not it either... Anyway yeah the blue shotgun weapon especially was super hard to use, against those robe lions (the big fire-in-every-direction enemies) even more.

I also feel like 2 ATK is so much less powerful than 3, you really struggle to kill anything when starting. And since you can have some bad luck and hit those big rooms with 2 shield totems and 2 robe lions and a bunch of other dudes, most of the damage I took was super early in the run, then did around 20-30 rooms with 3-6 HP remaining after the rough starts. 

Lastly the enemy spawning delay is a bit short, in the big rooms you sometimes don't have time to move out of the way and take some kinda unfair damage.

Still, it's really impressive and I had a lot of fun playing it !

thank you for the feedback. I chuckled reading your comment. The interesting thing about this game was that I barely got to actually play it as intended so very little balancing was done. I was surprised at how well it all fit together in light of not really having a chance to balance it, but as you stated it definitely needs some fine tuning. I really do wanna fix a few of these issues you mentioned after voting is over