Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Art and character design is great. The “pathways” in the perks menu are not obvious (they blend in with the background) which made it difficult to tell what was available – I ended up having to just click on them until one got accepted. I didn’t really want it and I couldn’t undo it. At first, it was difficult to tell what was happening in combat. It seemed as if enemies would just do attacks, they’d move on, and I didn’t really have time to tell what had happened. I didn’t learn until later that you could scroll through the characters’ status and last actions in the lower-left panel during combat. Also I was frustrated that I mistakenly pressed the “Continue” button while I was on a Hallowed Ground stage before I had selected my stat increases. It wasn’t clear to me what “Continue” meant; I guess I wish it had prompted me: “You have unallocated stats, are you sure you want to leave the Hallowed Ground?” or something like that.

And that really sums up what I have to say about this demo: Very cool art and setting, combat was pretty fun, but trying to figure out how to properly use certain menus and features is quite frustrating, especially since there’s no going back once you’ve made a whoopsie.

Thank you for the feedback. I've been thinking about re-doing the perks screen for a while now as it's a mess under the hood so I'll consider some high contrast colors as per your suggestion. The placing should be more intuitive too. 

Funnily enough, the warning prompt you suggested was a feature in the DD48 version, but it was removed because I thought it limited choice since some players might want to save their points for later or something. I should definitely add a sound of visual to indicate when unspent skill or perk points are available. That being said, you can always save and quit from the map screen and access the stats menu from the orb in the main hub if you failed to do so at the rest area.

Another feature it seems you sorta missed were the game speed controls, but that's on me. A button on screen to control that has been on my to do list for a while so for the time being the feature is only accessible by pressing Q/E in the keyboard. The tutorial for keyboard shortcuts is available at any time from the pause menu, but I guess it's not intuitive enough that the game can be paused outside of combat by pressing ESC or right click.