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(+1)

I'll preface this by saying that I'm not into orblikes so maybe all I'm going to say it's wrong.

I started on normal difficulty with a wand and shield and I played until burrows without dying once, with the magic build I was running only the boss monsters ever touched me, it felt a little cheesy.
Potion management is a little clunky, maybe a system like in Sacred where instead of a potion hotbar you have potion hotkeys that consumes them straight out of your inventory might be smoother

If it's meant to punish you for being unprepared then it works sometimes, but for most bosses it doesn't really take much to put your character in auto-walk and quickly fill your hotbar with new potions.

Sometimes enemies are hidden by walls, an outline around spotted enemies like for Items might help with that.

But I haven't encountered any bugs and playing around with new spells was fun, it just got repetitive in the last few floors I played.
At one point I stopped dodging projectiles and started tanking enemies while they grouped around my fire traps just because I had too many healing potions.

Again, orblet opinion, feel free to disregard.

thanks for the playtest and feedback! i think feedback such as this is the most meaningful for me since it shows me an outsider's perspective on common game tropes. 

the enemy being hidden by walls is something i'm currently trying to figure out. perhaps a force-enemy-outline option might be a clever way to handle this - it would work the same as how item are handled. i never considered doing it this way somehow, it's a rather simple solution.

im glad you had fun messing about with the spells. firetrap is especially fun with how it stacks

the potion/preparedness is designed to prevent 24/7 sipping potions, but it seems like most players are frustrated by the limitations. i'll need to think about this more, but i'm unsure of a solution that wont piss off at least one camp.

thanks again for playing and the feedback!