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(+1)

Heyo!! Got the chance to do some playthroughs of your game, here's some notes I took while playing:
Mousewheel scrolls through the Map Talents too slowly.

There's no way to pause the game while playing, clicking Menu just tells me I died and quits back to the title screen.
The timer is able to go to -0.01 at the end of a timed level, so you could first end the level as usual and then manually set the timer display to either 0.00 or Timed Limit Reach

I'd bump up the contrast for the greyish ground texture, sometimes it looks like a completely solid color and looks a bit off. On the map arrangement screen, I like the style that the side of the rocks on the sides of the screen, so you could try a more toned down version of that but on the top surfaces of the areas. Something subtle that helps give more life to the ground.

Instead of laying out all 3 types of talents with a little counter beneath them on the Map Talents box, you could instead just lay out the tiles you need, so for the first talent, the SideStepCD (which I'm not sure what that is, maybe you could have a dialogue box that pops up explaining each talent when hovered?) you could just lay out a single green tile, then 2 blue tiles to show visually what's needed, instead of relying on the little numbers below each tile type. This would help make it a lot more intuitive and make it clearer that you need to have the tiles be in a specific order to work, which I didn't know at first.

I think the Map Talents aren't really that well explained and didn't make that much sense to me when I first played, maybe you could just start with only a few available that are pretty straight forward, unlocking more as you play. You could have a little audio/visual cue that tells you that you've made a match.

There's no sense of progression when you die, there's an "energy" counter but I don't know how that goes higher or if I can actually use it. I like the idea that there's different objectives like the timed maps and the boss fight/enemy target maps, I'd love to see more variety with these. I've always wanted to see something like a CTF type of mode where you have to go into an enemy's territory and stragetically break through some static enemies, get the flag object, and bring it back to your base. Maybe more advanced versions could have enemy types that can take away your own flag object, so you'll have to think about how to manage them. Any ideas at all to shake up objectives will go a long way in a game like this, I've seen too many "Vampire Survivor-like" games that don't do anything different with the abilties and the actual gameplay/objectives. I'm glad you're trying to add a spin to this genre, but I think it just needs a few tweaks!

(+1)

Thanks for playing !!!  Your advice is very on-point and I 'm updating them in the next version !

Im glad you actually notice the talent system. Right now i also feel it is hard for the players to understand the arrangements and rules more clearly. I will change the layout and the visual mechanics in the next version .

The energy was originally for players to unlock more abilities but it became messy with the talent system so I removed it.

Again thanks for playing and thanks for recognizing the different elements in this vs game!!

(+1)

Hey no problem! I look forward to seeing changes, I think you have some cool ideas that just needs to be developed a bit more, you got this!!