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(+1)

This was quite fun! I think the metroidvania / roguelike combination is an interesting one, and you've implemented it very well.  I really liked the enemy design and the level design. So here are just some bits that I would have liked to have seen:

- Having to start all the way in the beginning every time you died felt a bit bad, especially given how far you'd have to go every time and how slow you move. After the dash it's a bit better, but I'd have liked to have seen some quick travel points. 

- The map is useful, but a bit less user-friendly than I'd have liked because you can't see where on each section you are. 

- Having to dump your leftover money every time you restart combined with the fact that the big coin things are only once-off meant that I was disincentivised to collect the coins until I already have an upgrade blueprint ready (and usually by the time I find one, I already have enough money). Some way to make those last (e.g. having them be "unopened" and then be able to opened on the upgrade screen when you need them) might have helped with that.

- It felt like the blueprint-collecting element sort of clashed with the rogue-like purchase element, since it essentially gates the upgrades as if they were pick-ups anyway, and thus takes away the choice element that the roguelike money-gathering bit would have enabled. There was never a point in which I had multiple upgrades and had to choose one of them.

- The player controller felt a bit unresponsive and slow, and many of the jumps required a lot of precision that the controller didn't always consistently deliver (or I was just bad at it!).

Anyway, I really liked the concept, and it drew me in for quite a while. Well done!