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(+1)

First things first I actually really love this game, I was legit having a ton of fun building my character and figuring out how I like to play (axe + ice spike, bow for cheesing). I played for about an hour

There's a huge wall of miscellaneous thoughts I had while playing the game, feel free to take them or leave them

  • - Immediately feels nice and moody in the main menu. Nice and polished menu
  • After loading in it was surprising how much it felt like a legit ass game that I'd buy on steam today
  • Item pickup sounds would be really nice, maybe like a separate sound for each item class (glug for potion, clink for metal/sword)
  • Would also be nice to have some slight variation to the footstep sound
  •  killed an ogre through a door
  • The main characters armor needs some shinyness/roughness
  • On the same note, the ogres shinyness could probably be turned down to better match the rest of the environment/creatures
  • It can be hard to tell where the current room ends with the walls being so invisible. Maybe a fresnel effect in a shader would work well here
  • The map is awesome, really useful and well implemented
  • Tutorial popups would go far for teaching people how to equip stuff and do the basic things
  • The leather helmet is the brightest thing in the whole dungeon lol
  • Need a solid like 80db quick thud sound when anything is hit to sell the impact. It was hard to tell when I got hit
  • I really like the walls being made up of individual bricks, but the scale of the gritty texture feels off and like its too big
  • Walking around the dungeon its not really clear what I'm trying to find. Intuitively I can guess it's a staircase because we're going up a tower, but hard to tell
  • Balance is a bit tough, I think the first level needs a slightly easier ramp up (can be a short level) to get your bearings. Opening a door to 10 enemies is a little terrifying
  • Some barrels are breakable, some are not
  • On the map once you've explored a lot its hard to find the areas that you haven't explored. It would also be cool to click on the map to auto walk so it does that while I do inventory stuff
  • Items on the ground need a little glow
  • That guard fucker on level 2 has way too much health. It took like 10 mins of cheesing to finally beat him. Maybe he needs a healthbar too?
  • Also he is easy to cheese with bow or even just go hit him once and walk away. It just takes forever
  • All that aside, it was exciting to fight a boss and I really felt the tension of not wanting to die since ive come so far
  • There needs to be a shop for all this miscellaneous gear I'm finding, let me buy some potions or spells
  • It would be really nice if the inventory button was closer to WASD
  • On the same note being able to quickswap weapons would make encounters a lot more dynamic (the process of opening inventory, swapping a weapon, and having to replace my old weapon in the inventory is super tough)
  • Garlathan magicfeast got me good in the end on level 3

Overall really great game. I think the main critiques are all geared towards polish and quality of life features. Great job!

Thanks for the detailed feedback, most of these are already on the to-do list, it's just a matter of time to get to them

To address some specifics:

The Guard on level 2 heals himself (even more if you try to kite him!), but is a massive pushover if you stand still and click him down. It's something like 60 max health, but +15 health on heal (doesnt go over 60, though)

Quickswapping is planned - it's the most requested feature by far

Garlathan Magicfeast is (like all other non guard named enemies) randomly generated, but the name makes me think its the invisible faceless guys on Lower Dungeon 2. Those are my favorite type of random boss types, since they really don't mess around! 

Thanks again for your feedback,  and I'm very glad you enjoyed yourself!