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(+1)

Just a few quick notes. I like the graphic improvements you did to the game. Tiles from last version look nice and blood efects are also alright.

I think you should really focus on making loot more visible. Adding simple spin and drop animation and some kind of sound effect when item drops should be enough. Diablo I and II does the exact same thing. Adding a brief glint effect to newly dropped items might work too. I'm saying this because I play the game with item filter constantly on and I forgot I turned it off once, not realising it for a floor, confused why no items are dropping from enemies.

Lack of healing items for some people could be fixed by making the blood heal (forgot how it really is named) heal less, have a greater penalty and make the penalty go away once you reach next floor. I don't think I used that skill once because I just hate permanent debufs. You could also add some kind of healing shrine at the start of each level, which you could activate by giving it some items. This would also make weaker items still useful to some degree since you can't sell them and golden goblin is only on the upper floors.

(+1)

Based Quentin strikes again; I gotta give Sinathir a try as well this DD.

You're spot on for the item animation. It's coming and I know it's really important to this kind of game. 

The healing shrine is actually an excellent idea. Like seriously, I'm gonna give it a try as soon as I'm back on my dev grind! 

Thanks again and as always, thanks for playing! Truly you are my best tester.