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(1 edit)

Couldn't tell any difference between the classes besides starting equipment.

The charge up to attack is annoying, delayed animation doesn't feel good, jerky. It's also not intuitive and forces players to peek in combat.

Hitbox on thrown weapons is way too big, my throw would miss most of the time because it'd clip a wall that it clearly shouldn't have. Make throws more directed at least instead of randomly rotating the weapon.

The fog looks kinda bad imo, dithering doesn't match the rest of the aesthetic. Would like to see more color variation throughout the dungeon between rooms as it all looks the same.

I didn't know if doors were locked, never had any indication a key was used if I picked it up from an enemy.

Walk speed is way too slow, dashing way too quick. Sprinting always took a good half second or more before I'd start sprinting, felt like an input delay issue rather than designed as such. FOV increase on sprinting and dashing is gigantic and made me not want to use them.

Not enough weapons to complete a dungeon and they break far too fast. Punch range is pitifully low too.

Thanks for playing!

Which charge attacks are you referring to, the staff shooting? I'm planning on making that more snappy.

As for melee attacks, i can't agree with you there, as a bunch of games have weighty attacks (monster hunter, dark souls) and it accomplishes the goal of risk and reward in combat well.  Even some melee fps games have that, such as chivalry, and it's arguably one of the best melee combat games.

I agree on the color variation and general look of the environment, it will need to be refined in the future.

The difference between characters is not crazy, but they do have different perks, and you can immediately tell the difference in what some stats do when playing the brute/barbarian character VS wizard for example.

Also working on fixing the inputs you mentioned, i can of course add extra options for the FoV issue to accomodate people who don't like it