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(+1)

ahoy. glad to see this submitted again.

i played through 2 and a half runs. i died in one run, game froze on another, and i didnt do much on the last.

starting off simple: the goblin shaman is cool. i'm glad there's diversity between enemies now. the main issue with them is the stagger duration. when hit, you freeze for over a second of realtime, which gets tedious quickly, especially in a room with 2+ of them. i think a ministun is good enough especially since they halt your action.

i also saw 2 named enemies; a gobbo and a shaman. they behaved as expected.

map generation had a few hiccups. starting a dungeon always had a bit of a wall showing on the minimap, which was far away from the starting zone.

one level had a path leading nowhere

the levels are also gigantic. the exit to level 2 was a solid 3 minute of clicking. it would be nice if a) i could hold LMB to move and b) clicking a wall would take me to the nearest possible tile instead of not doing anything. these two things made moving through a cleared dungeon boring, since i died on level 2 and needed to treck back.

level 2 was cool, i liked the recolors. i saw a named goblin there, and i killed him. he dropped a big unidentified club, and as soon as i equipped it the game froze. i could still open my inventory, but nobody could move nor could i interact with anything. a reset fixed this.

another smaller thing is that using the scrollwheel in the item shop would also zoom the camera simultaneously.

i'd also consider increasing the droprate of items during this initial demo period, and bringing it back down when you're further along. i can imagine many playtesters losing/dying/leaving before they see a single item drop, since they're rare and shamans are tough.

a minor thing i noticed was the character seems blurry (?) when moving diagonally. don't know what's up with that, but it was noticeable.

sometimes projectiles would hit me even if i was clearly on another tile at the point of contact. Diablo 1 had the same tile issue (remember trying to flee the butcher?), but it was lame back then and I think it's lame today. now that there's goblin shamans, i'd consider looking into this. no clue how you'd resolve this, though.

anyway, great improvement. very glad to see that things are shaping up to be an enjoyable game, and i hope you continue working on this. keep it up

(+1)

Aloha and thanks for playing again!

Late reply, for i was very ill over the weekend:
Dungeon hiccups happened to me too. I think the minimap showing walls far away is actually just a slight bug for the level transition. Like your character is at the coordinate 20,30 then enters a dungeon which has the entrance at, lets say 10,20, then the transition might be too slow/quick and the map gets updated before the player position will be. The floor with no wall is probably a special case of "the room exactly fits on the egde so we dont have to put up walls". I will fix both of these things until next time.

Most of the other pleasantries you encountered are part of a future dungeon gen overhaul too: Levels feel too big, enemy spawns are really random and theres no challenge apart from higher numbers (see lvl2 or the higher hp of rares). 

I agree with the whole projectile stun being too harsh. However i found the way of D1 handling this to be the actual terrifying thing in combat and have fond memories of it. For the way movement and positioning works right now it's hardly possible in another way. Fortunately i committed to experimenting without a grid! This may also influence the blurry movement you noticed. 

So i guess you haven't found the Kalemonvo legendary? For now it can only drop in level 2. I actually thought the drop rates were still very high, but i will specifically make guaranteed treasure rooms in the next version, so these things can be better checked out.

no legendaries of any kind, despite my best efforts