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(+1)

I was finally able to play your game. I like it a lot and think there is tons and tons of potential here!

About the UI (raid preparation) :

  • I feel like being able to select crabs for a raid by clicking or double clicking them, and remove them also by clicking would be faster and more intuitive. 
  • The remove button is a bit clunky, you can select a crab that's not in your team, and click Remove  but it doesn't do anything

About the UI (gameplay phases) :

  • A Menu button that pause the game would be nice, I discovered I could technically pause the game by right clicking on a crab but a more obvious option would be nice
  • The menu could also allow the player to quit the game other than by pressing Alt+F4
  • The menu could also allow you to create a quick save and return to the menu. Raids can be long, it would be a nice feature.


Moving your units :

  • Movement (clicking on the crab info at the bottom then on the crab's destination) doesn't feel very intuitive, clicking on the crab then the destination would save a lot of mouse back and forth,
  • Enemies that move too much are a pain to chase due to the way moving works, being able to lock on them and chase them automatically would be trully awesome
  • Selecting and moving several crabs at once would be nice


What I really like 

  • I love the diversity of playable crabs, diversity of skills, upgradability of skills
  • It plays easier than it looks, there doesn't seem to be any skill micromanagement during battle, which I love

It may be a bit on the easy side, I never felt like I was in any danger (I did 6 battles before having to go and quit the game).

I don't play multiplayer games much but I feel like it would play really well as a multiplayer game. Maybe some versus arena mode, or a ranked mode that allows you to craft a team and send it in passive battles versus other players, with persistent progression 🤔

I tried to give as constructive feedback as I could, but to sum it up, I like your game a lot! This is awesome work 😁

Thanks you very much for honest feedback! This confirms some of my suspicions and gives me several things to double check. 

Regarding Controls: have you tried using hotkeys (1-3) to select crabs? This is an option one of my friends proposed, and I feel like it makes controls much better, but it's not explained enough in the game and is easy to miss. I initially only had drag'n'drop on crabs themselves. Judging by what you mentioned, you happend to use the least comfortable control method there is (using info widgets to start a command) :) I should really work on making other options move obvious.

Regarding difficulty: have you happened upon an encounter with big sand-colored dudes? I'm curious because several people mentioned to me they are a significant damage spike, and since you found the game easy and lacking danger - it would be useful for me to rebalance things

(+1)

I played some more after reading your comment, and I realized I missed the controls explanation on the title screen, so I hadn't used the 1-3 hotkeys either.  I like drag n drop, it's way more convenient for movement. I was able to experience more fluid gameplay 😁 

To help communicate the controls, you could maybe show a message box explaining them at the start of the player's first raid when their crabs enter the arena, and maybe an option in a pause menu to display them and choose their preferred scheme.

This time I encountered the yellow guys and my party was slowly defeated in a matter of 3 or 4 more rooms. I'd say they are the only real threat and they do pack a punch 😅

It took me some time to figure out the icons on the paths you chose after winning are the reward you'll get for clearing that room, and it may not be obvious enough that you have to click on the reward to claim it, maybe a floating or glowing effect would help to make it stand out more. 

Also, I preferred some upgrades over others and felt like I had to memorize all the symbols to make an informed choice. There was also some trial and error as I tried new icons without knowing if I would have liked something else better. Short tooltips on the icons could help here.

And finally, some battles seemed to end while there were enemies remaining on screen. All the enemies die at once and the reward appears, but it doesn't occur every time and it's unclear why it does.

I hope that helps!

Thanks for even more feedback! Once again, everything's on point and will definitely help me make the game better!

Reward icons - I do rely on the player to memorize some of it, but I agree hints won't hurt. I might have to rethink my approach on Attunement conditions, too: the idea initially was to require certain trinket for Attunement to be offered. This part might change, and I'll definitely keep an eye on this one in further playtests.

What you experienced with monsters suddenly dying could be a different room objective - in some rooms, you have to survive for the duration. In those rooms mosters tend to spawn outside the screen and walk into the arena. Also, there is a small widget at the edge of the screen telling you to either defeat several monster squads or survive. Thanks for bringing it up, I kinda forgot about this thing not being explained properly, it's just a tiny widget in the corner that is probably very hard to notice.