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(2 edits)

The patch definitely made the game way more fun!! I found myself playing for several hours, testing new builds and also taking my time of course. Still getting my ass kicked on expert though!! Definitely love the two major things:

- First and foremost, the card descriptions. They're so not overwhelming now, and they let me understand the description way more and immediately for most cards. Some need a second reading but after that everything works, so no need to change anything there. I'm definitely making better builds now that I know by heart what each card does. Personally, I prefer a footwork-based build since I try my best to get as many perfects as possible, so the extra arrows let me do passive damage (and then active with arcane pull). I also favor chaosflame a lot, it's very fun. Overall, really loving this change!! 

- Enemies having lower health makes the game flow so much nicely at the beginning, and by movement 4 you're guaranteed to have a build that lets you make a lot of damage, which scales nicely with the health increase. This also has let me experiment more with said builds, considering I don't have to wait five minutes for movement three, and most movements take below a minute now. 

There are two things I noticed with mages, however: 

- The first one is something I'm not sure is on purpose or if it's not supposed to be this way. The encyclopedia says that touching the ring earlier than the 7th beat damages you instantly. However, most of the times I've done this I don't get damaged, my flow just gets reset back to one. It's definitely a nice clutch, but I don't know if it was intended this way.

- The second is more regarding readability. Some rings tick down in half beats, making them double as fast as default ones. This, however, becomes an issue when another ring spawns in at the same time. When a ring ticks down, it does a blinking animation, but since these are so fast, they mostly remain "lit up". Now of course, knowing this is their behavior would seem to help catch them, but a lot of times it doesn't. Perhaps making the ticking animation for those actually more flashy could help?? Or adjusting the blinking fade-ins and outs to the speed of the ticking perhaps?? Something that could let you know that one is the one you're looking at, because I've definitely dashed into the wrong ring a lot of times.

One last thing that I wanted to ask for is a button that lets you restart a run in the same difficulty without having to go back to the main menu!! It's kinda silly having to do that every time. 

Other than all of this, I've been having a lot of fun!! Definitely addicting in the best way as wilrnir said!! >:]

I'm glad the patch improved things for you! And thanks for pointing out that the rings are not dealing damage on touch–they definitely are supposed to. Must have slipped by since I often test things with infinite health. And yes, I will look into what I can do about the readability of the rings.