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(+2)

Player a run to the end 

I have played this game before, so I will commentate on the differences.

The new art is a big improvement and the animations are very welcome. 

After playing it again, I believe the game needs something during a run to give it more variety. For example I don't see how choosing paths makes a difference. The level hazards feel too minor or barely change how you fight strategy. The fights themselves could use something that leads you into different strategies. Enemies that change how you approach fights could be interesting, like the cactus that hurts on regular attacks.

At one point I tried to pause the game to find the help menu to learn the hotkeys, but didn't find how. "Esc" and "P" didn't seem to do anything.

I tried a bit changing the play style, but still put all my points into speed. I still believe this stat shouldn't be available to be increased. Maybe in the future I will put more into vitality. All the other stats feel like too minor when I look at the numbers.

This time I couldn't beat the game. The last fight felt much harder for some reason. Finn got perma targeted and despite trying to heal him (even with items), he bite the dust too quickly.

The game is shaping up nicely. Also very nice devlogs!

(2 edits) (+1)

Thanks for playing the demo again. Variety is indeed a big concern of mine although I think I need to complete some sort of tutorial before unleashing the more sadistic handicaps I have come up with. More complicated enemies are also reserved for later on in the game, particularly after the end of the demo is where the difficulty really spikes and I feel more confident in deploying stuff like this. 

 

The tutorial is only available at the main hub for now because it's unfinished anyways, most hotkeys are just the starting letter of what you want to do like A for attack, W for wait and S for skills. That's definitely an aspect I need to improve.

High AGI builds actually got a pretty severe readjustment this time around. It's just that an extra turn is always overpowered, imagine playing a game of chess where you get 2 turns for every 3 that your opponent gets. I find that mechanic rather complicated to balance.

Some time ago I reworked the AI and a major change that I implemented is that some characters will go for the throat if they see a kill, particularly boss characters have their own unique AI. A mechanic that's not disclosed anywhere because, again, bad tutorials, is that you gain some pity money every time you die so if you really want to see the ending you can go back into the rest area and buy a bunch of items like honey and mage leather.

I'll make sure to watch that playthrough later, that information is really useful and I'm thankful for it. Have a fruitful demo days.

(+1)

Sorry for the late response.

A tutorial would be useful, having the option to check the hotkeys at any point could be useful also.

AGI will always be a problem I feel. The other stats feel like they don't add much or are situational, while you will always need speed no matter the playstyle. Thats why I suggest to try the game without having it as an upgradeable stat. Maybe have it increase as a unlockable perk for the dino and other fast classes.

From the two battles I got, I feel that once a character is being focused, there is no way to save it. For example, I felt that healing was not worth it. You would spend one wait and one cast to heal one hit worth of damage which might not be enough to save wounded from getting ganged.

I hope the playthrough was useful. It is always fun to try this game.