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(+1)

I played more, but didn't record my embarrassing attempts, which is embarrassing on its own.

I like the game, but it's either way too hard, or I am just bad. The farthest I got was 4th room.

Shop additions are nice, but I could never afford anything.

After dying for the first time, score would always shop up as 0. Quitting and restarting fixes it only for one run.

Spawners for the little guys are very tanky, and it's hard to get to them. I was able to record one spawner spawning enemies, which protect another spawner. I am not sure if that;s intentional

https://files.catbox.moe/qgkysi.mp4

Minimap is more like a radar, because it only shows enemy dots with no environment. Mine also had weird gray dots, which seemed like a glitch.

It would be nice to have weapons be auto picked up if you have a free slot, but not switching to them right away.

I would like to have at least one weapon dropped in every room.

I did not know which ammo names are for what colours until I got to a shop. You could maybe colour ammo names in level up perk descriptions.

I think dashing should allow you to phase through enemies from the start of the game.

icon descriptions for those symbols on the map? Runes fit your theme, but I don't know what they mean. Small tooltip would fix that.

I like how much content you added since the last DD. I am sure you're going to be able to expand upon the game, and balance things later.

Thanks a lot for playing and the feedback! The vid is great to have too, for one thing it made it apparent that I need to add a clicking sound when you try to fire an empty gun right away.

Yeah its not meant to be easy, but its clear to me that I made it way too hard for now.

Score is bugged - will fix.

I'll paste a previous response here regarding the spawners, and yeah I think I'll change how it works when they're close to each other.

Also enemies have armor and that one in particular has a high amount, all guns and effects have different amounts of armor piercing so if you used the SMG vs them it'll take a lot of bullets but others can kill them really quick. I know its not obvious at all right now so you might have missed it, but if you hover the cursor over the guns in the UI to the left you can see their stats (AP for armor piercing). And if you stand on top of a dropped gun you'll see its stats after a moment, can also compare stats if you hover at the same time.

That radar bug is weird! For now I will assume its a Linux specific problem, I will probably set up a testing environment for it. Its running on a compute shader and I have changed it since last time, I don't think you had that problem before? What GFX card do you have?

I'm a bit hesitant to add things like auto-pickup for guns, especially right now when a lot of people don't pay much attention to the UI (which is a design issue). But it might not hurt, I'll think about it.

At least 1 gun per level, agreed.

Not knowing what the ammo types are called I haven't really thought about, so good suggestion. Will probably put an icon for it in there as well.

I don't think I'll be changing the dash, at least for now. But I am open to it.

The way I see it about the map icons is that you're not supposed to know what they are til you go to them. Its a bit of rogue* design thinking where you'll find out about how the game works by making mistakes and retrying, in my opinion at least. Granted you have to make the process actually fun so its something that needs to be balanced. At the same time having tooltips for different modifiers the levels will be able to have "is on the list", so I'll have to see what I decide to do.

(+1)
I don't think you had that problem before? What GFX card do you have?

No, I don't recall experiencing it before. I got GeForce RTX 2080

About the armour piercing, I get it is cool to have different weapons for different situations, but the amount of weapons you got on you is small, and limited by not just ammo types, but random drops. That might become a balancing problem.

I do think its a balancing problem, but one to be solved. I originally added armor piercing to try to fix another issue actually; shotgun like guns with a lot of projectiles would be way too good vs larger enemies and most could be killed instantly just by so many projectiles hitting them and just by making them weaker would then require you to shoot weaker enemies several times instead, which feels awful. Generally large enemies will have more armor and guns with a lot of projectiles less piercing. I think you can still kill a spawner for example in one shot with a basic super shotgun if you get right next to it though.

Anyway I've planned to add more different resistances and such, right now all enemies take the same amount of damage from explosives, ice, and fire. Guess I'll have to find out if it becomes a complete balancing nightmare, but I believe its manageable.

An alternative way to fix that could be to cap how much damage one unit can take per one shot, so getting close with a shotgun could deal more damage, but you could still design it so they wouldn't die in a single weapon use.

I've planned to add more different resistances and such

Maybe you could have some other equipment which would modify weapons, adding perks and additional damage types to them (maybe some amulets, or something). It would give players more customization options instead of limiting use cases of every gun.

I am sure with enough time, and playtesting you are going to be able to balance things out.

An alternative way to fix that could be to cap how much damage one unit can take per one shot, so getting close with a shotgun could deal more damage, but you could still design it so they wouldn't die in a single weapon use.

Yeah there are definitely other, maybe better, ways of handling it. I think mostly the problem is not having adequate options/tools in the beginning for all situations.

I've planned to add some light crafting for guns so you'd be able to for example find a crafter and you could buy a mod for a gun. Also thinking about having a slot for a usable item that could do a lot of different things, but I'm not sure about that one yet. And improve how skills work a bit so they're more impactful.

I can really see why a lot of these types of games go the early access route because balancing can really make or break how fun the experience is. DDs have proven to really useful.

Yeah DDs are great, and those are all good ideas

I don't have anything new to add besides me getting new high score:

which means I got better.

I can see your game as something I can get back to for short periods of time when I take breaks.

Well I really liked hearing that at least!