On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Pretty neat thing. I played for a small amount of time. The spells felt kind of OP. I went through like 20 areas and still was 1-shotting stuff most of the time. I went full wiz build. 

I don't think coins should need to be picked up, or even in the game at all. I never found a use for them, but regardless, it would be entirely cumbersome to pick up currency like that, especially when there's a big delay after picking something up. 

I assume enemies are just randomly colored because I initially thought red enemies were immune to fire damage, green were immune to poison, etc, but that wasn't the case. With low-fidelity graphics I think color becomes especially important so keep that in mind when making enemies. 

The dash felt cheap to use and that's not a good thing. I am of the opinion that people use a dash like that as a band-aid fix to uninteresting or bad locomotion and it comes off especially strong here. I could have gone the entire game without using it and I feel like my experience would have been the same. 

I saw in the inventory that there's a second weapon set but didn't know which button it was to activate it. 

Speaking of the inventory, I was kind of surprised when I picked up an item and it said my bag was full. Maybe I didn't look well enough but I didn't even know my inventory had a limit at first. Perhaps incorporate a 'progress/fullness' bar at the bottom to indicate a full inventory if you don't want to have the inventory size be manifold with itself. 

Overall a very solid start to a top-down ARPG. I didn't run into any bugs that I could tell. 

> 1-shotting mobs
You're doing something right

> gold
You can use gold to buy consumables and equipment from the Vendor.

> colored enemies
Colored enemies indicate their property, atm moment this only affects a mob's offensive attributes and not defensive

> Dash Skill
I intended it to be used as engage/disengage/utility

> how to access secondary arms
I have the thing in the description

> inventory capacity indicator

> Overall a very solid start to a top-down ARPG. I didn't run into any bugs that I could tell.
Thanks!