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(+2)

I think this game has potential to be really fun! I love the concept of starting at max level and having to choose which abilities to downgrade. It naturally makes the game harder without having to completely overwhelm you with enemies. Some feedback:

It was really easy to just pick one or two dump abilities to downgrade all the way (for me, shield and strength). The shield was pretty useless since it stops your movement and allows enemies to surround you and gaining XP is bad, and there weren't ever enough enemies to force me to need to kill my way out to survive. To fix this, maybe try to balance the abilities so there is no obvious weaker ones (maybe make the shield explode out and apply knockback to enemies, and increase the amount of enemies to force you to use the sword), and/or make it so an ability won't show up on the downgrade options if it is several levels below the other ones.

The sword hitbox was really small, and it was really hard to hit enemies without taking tons of damage. With no way to heal (probably? I didn't notice any way of doing so) and gaining XP being bad, it heavily discourages fighting enemies. Perhaps make the sword hitbox larger and add incentives for killing enemies (health drops?). Also, it was pretty difficult to tell when I've actually hit an enemy, so some clear visuals for that would be nice.

Overall, really cool idea for a game. I'd like to see you explore it further!

(+1)

I use the same technique of dumping into a few, and str and shield are the ones I select most, dash is super important hahaha.

I totally agree, itsoik and I plan on taking this game further, there is a lot more in the game that we havent been able to uncover. The player health manager can handle health up so its just a matter of having something drop for it. 

One of the ways we were going to balance is to add more abilities, so you cant dump all the stats away in those. Whirlwind was added just today with our entire new ability system in place to add more a lot more easily!

As for the sword thing, that was actually a stand in that we were thinking of doing a shooting style game, but while debugging we tested with a quick sword and melee was from then on the way. I think maybe going the direction of a short ranged projectile, like flame thrower might make a lot of sense as there are a lot of bombs all over the place.

Thank you for the feedback and for playing! 

Thanks for awesome feedback. much of what you are pointing out are things we ran out of time on.
we plan on adding armor and trinkets as drops, healthdrops. more clear hit detection and feedback, a plethora of abilities and stats.
So that strength (which currently is N/A) increase damage for instance so reducing it would be bad