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The new dash feels far better. Good improvement there.

Thanks for adding that crouch option.

I like the new dungeon layouts. Those blue extra dash markers are neat but you should make them look more fitting for a dungeon. I'll assume the way they look currently is a placeholder.

Menus are still too much, but you've heard that all before. I'll still urge you to at least minimize the menuing while in the dungeon. There's something really grating about frantically running through there because you're on a timer and then having to click through a few fullscreen menus when you get to a gobbo or the exit. Just doing it like the mirror where it's a single key press should honestly suffice. Just don't press the E key if it's not the right gobbo or you don't wanna leave bro. No need to ask for confirmation twice.

Likewise there's of course the lengthy introduction and I really think you don't need another confirmation dialog when the player presses the skip button. The player already has to press escape and then click skip, that's more than enough to make sure he's certain he wants to skip.

Seals are cool. I always like systems like that in games because they add a ton of replayability but you need some descriptions on them. I have little idea what half of them are supposed to do.

The dynamic difficulty seems fine. I like that it prompts you instead of just changing it behind the scenes.

Thank you for playing.

Those blue extra dash markers are neat but you should make them look more fitting for a dungeon. I'll assume the way they look currently is a placeholder.
I actually thought they worked as they are. What do you think would be more fitting look for them?

Yes, I understand menus are still too much. The reason why hearts open a whole window with more options, unlike single click like the magic mirror, is because they also show requirements for lewd content (the kind of things most people don't really test). I am going to cut down on confirmations during the dungeon run.

Likewise there's of course the lengthy introduction and I really think you don't need another confirmation dialog when the player presses the skip button. The player already has to press escape and then click skip, that's more than enough to make sure he's certain he wants to skip.
but what if the player pressed skip button on accident?... yeah, you're probably right about that.

Seals are cool. I always like systems like that in games because they add a ton of replayability but you need some descriptions on them. I have little idea what half of them are supposed to do.

You hold right mouse button while hovering over a seal to show its detailed description. Not sure if you missed me explaining that, or you thought some of their descriptions were not enough.


What do you think would be more fitting look for them?

Dunno, maybe just make them look more magical lol

The reason why hearts open a whole window with more options, unlike single click like the magic mirror, is because they also show requirements for lewd content (the kind of things most people don't really test)

Probably because that lewd content just isn't there yet. Guess we might have to withhold judgement until then.

Not sure if you missed me explaining that

Yeah, I must have skipped that. Seems like an odd place to put the descriptions.


Thinking about it, I feel like all my criticisms of your game just boil down to me really liking the core gameplay of the dungeon runs and literally not giving a shit about anything else. Your game probably just isn't made for people like me. I do feel like the two aspects clash a bit though, even if you're into both.

I mean the game is mainly about dungeon runs. What you do in the hub is just spending your resources, and preparing for the next run. I cannot see how those clash with each other, but thank you for your feedback.