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Notes as play:

.exe and title still uses the default unity logo

Going through tutorial on menu real quick. Sprinting over gaps feels pretty inconsistent, even running head on towards the ledge it would at random just not get to the other side it felt. Don't know how I did it, but I managed to power jump in mid air after bouncing off a crate from a previous power jump. I like the new orbs around crates when they're in range, makes it more obvious. I left the tutorial via pause menu and reentered, it seems to have reset my settings that I set. Those settings  should probably stick around, given new players may change them when entering the tutorial.

I enter a new save. The more in your face tutorial for the reception feels a bit better paced, or I may be stockholmed since I've seen the gist several times. Fiend Slayer is a neat concept, as a way to modify the difficulty of a dungeon run more granularly without staring at seals all day. 

Actions are sort of neat, it does away with the large amount of menu buttons there used to be. I think I would have gone with a lock symbol, but freezing works too. A little annoying how there's RNG as to whether you get what you want, but freezing should mostly alleviate that.

At first I somewhat scoffed at using the figures to leave crumbs, but in practice it's actually pretty useful. Tossing a figure at a door activated it, which was surprising. Speaking of doors, the hearts on them are a nice hint for the player. 

Seal UI looks a little nicer with those animations. For some reason scrolling the right panel shows some weirdness behind the cards.


Went through the motions for a bit, as per usual it gets too difficult for me when vertical rooms get added. Was looking for a certain someone among the figures, guess she didn't make it in. Not that it really matters to me. Saw the seam between two rooms one time, it's only a couple of pixels but when moving it's a jittering line across the precipice that's pretty obvious.

Game seems to be improving.

Hey Wierdox, thank you for playing the game and writing about your experience. It's especially useful to me when I read about things that did not work as intended like 

Don't know how I did it, but I managed to power jump in mid air after bouncing off a crate from a previous power jump.
For some reason scrolling the right panel shows some weirdness behind the cards.

I never noticed that, thanks for pointing that out.

Saw the seam between two rooms one time, it's only a couple of pixels but when moving it's a jittering line across the precipice that's pretty obvious.
Yes, it appears when there is liquid behind it like lava, or slime. I was aware of that, but did not think it was a big issue I should concentrate on. Now that you pointed it out, I might need to do something about it.

Went through the motions for a bit, as per usual it gets too difficult for me when vertical rooms get added

Even playing at 0 Respect settings was still too hard?

Thanks for checking it out again.

Even playing at 0 Respect settings was still too hard?

I was playing at +1 respect comfortably until the vertical rooms. I failed a bit then went down a notch. I was still having a bit of an issue, but I got a couple of wins, though one of them was a fluke since there were no false turns. I also came to realize that I was forgetting to buy traits, so there was fewer hearts available too. Besides the added depth, another killer were the vertical rooms with slime on the bottom. It felt like whenever I messed up and fell in it may as well be gameover. If I was engaging with the game mechanics more, the solution would be to practice the rooms at base. 

Nice to know the feedback was of some use to you.

I understand sometimes a run can become much harder by having only one difficult room. Vertical rooms can definitely be trickier when you need to go up. I wonder how many tries it would take you to beat a room like that comfortably. I will need to see what other people think about the difficulty of the game when playing with the most amount of time limit.