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(+1)

Hey, nice seeing your game here. I saw many of your updates. Your game has a quite unique look, specially the UI.
I usually dislike it when games use recolored enemies, but in your game its working well. Its like scorpion and sub zero.
Idk if it's a problem on my end, but on fullscreen my screen kept the same size with black borders around it.
I'd like to suggest the [optional] QoL to click on an enemy just once and have your character auto-attack it until told to so something else. I can't remember Poe/diablo having this, but Ragnarok online did, so for Auto-attack builds it was very useful. Just a thought.
What Evilous was pointing out is that players tend to go upwards in the first screen of games, so it feels a bit counter intuitive going downwards right in the beginning of your game. There is nothing wrong about it, but a good amount of players will probably go back to the new game screen (I know I did lol).

(3 edits) (+1)

> weird UI and recolors
Thanks :D

> fullscreen
About that, the game's resolution is fixed atm, I'll add that to my to do list
edit: game now scales on fullscreen mode

> auto attack
For [M1] skills, hold it down with the cursor over a target and it will lock-on that target (even projectile skills) even when the cursor is not over the target anymore so long as it's pressed down. And for keyboard hotkeys and [M2], only single target skills will lock-on using the same method.

> disjointed point of entry
Yeah, the level generator atm generates the level and picks the corners furthest apart and places entry points, and (I need to work on this part eventually) rotate the generated level to make entry points coherent.

Thanks for trying out my game.