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(+1)

Okay, so I played for like an hour (not sure) on the browser.  I think I got to lvl 20. I only made it past one vendor and several rooms before quitting.

Things I didn't like:

1. Enemies that freeze you. It needs to be adjusted in some way.  Getting frozen doesn't provide a danger, it extends the length of combat unnecessarily. 

2. The game was very easy (at least for as long as I played) and it doesn't force you to learn the mechanics through difficulty. I was like lvl 6 and passed through several rooms before I used any of the game's skill and attribute mechanics when leveling. I don't think I used any skills until around the time I met the first vendor. That's because swinging your sword and running around is sufficient for a very long time. My guy was equipped with a buckler and blocked so many attacks. I should also mention that even though I stopped playing, I didn't die once.

There were a ton of situations where I would get swarmed like in the pic below but I was in no real danger. This doesn't get me killed, it's just tedious because I keep getting inflicted with the 'frozen' status effect and combat goes on for a while. Sometimes my health would go down, but then I just chug one of many potions. I have to slowly chip at enemy health for minutes and my character barely moves. If this kind of thing is supposed to be punishing and I'm playing the game wrong, then have it be really punishing (lead to death) instead of extending combat.

3. I'm not a huge fan of how the skills in the skill menu were organized.

4. I don't like to play games that involve a lot of mouse clicks for too long. I won't be too hard on you for that. Lots of people like that, so chalk that up more to personal preference.

Things I like:

1. The art and color design. Most of the menus.

2. The attribute system. I enjoy being able to move around stats to my liking.

3. The way enemies get stronger as you progress. While I complained that the enemies aren't tough enough, the progression of enemy skills is very nice. I started to get excited, waiting to see what enemies would be like in the next room. Seeing a bunch of new enemy skills so often was cool.  Very good job with this, I think you are on the right track.

4. Enemy variation. There are many different types of archers, mages, and warriors, so I didn't know what would come next.


I liked your game. It might seem like I complained more than I complimented it, but that just means your game engaged me enough to really think about it. And I often complain a lot, even if I like something. 

Thanks for sharing, I'm excited to see your stuff again next DD!!

(+1)

> Freeze Status is annoying
Correct. You can defend against status ailments with Blocks and Resistance.
You can get flat Block value from Shield equipment, and the Faith Skill. You can further increase Block with Dexterity and Finesse modifiers. Blocks will reduce incoming damage to zero and protect you from status ailments. Resistance on the other hand will reduce the damage taken and chance to inflict status ailments.

> game is easy
I had to, bro. The initial version of this game had:

  • you spawned with no gear and pots
  • mobs where as strong, as fast as you, were aggressive, and could immediately spawn with weapons
  • skills were meh(lv1) to decent(lv10) when used with no synergies, or terrible like priest skills (used to give you 3 seconds of buff for each second you channeled the spell)

Initial players didn't like it, had to make it easier.

  • you spawned with a sword, wand, bow (so you can choose immediately how you want to play your character, you won't have to scour for the weapon of your play style)
  • enemies have a penalty to Speed (so they're always slower than you)
  • initial levels slowly introduced new things:
    zone 1-1 : normal melee monsters
    zone 1-2 : mobs with elemental attributes
    zone 1-3 : mage mobs
    zone 1-4 : mobs with equipment and ranger mobs
  • Monsters grow more aggressive per passing level (fully aggressive by zone 3)
  • skills were buffed (specially the priest skills (1 second channeled is 10 seconds buff duration)

>  it doesn't force you to learn the mechanics through difficulty
I don't have the hook yet to even make players try.

> My guy was equipped with a buckler and blocked so many attacks. I should also mention that even though I stopped playing, I didn't die once.
You prob had a very nice early tank build,

> I have to slowly chip at enemy health for minutes and my character barely moves. If this kind of thing is supposed to be punishing and I'm playing the game wrong, then have it be really punishing (lead to death) instead of extending combat.
Nice tank, but I recommend in early game to go 70/30 (offense/defense)

> I'm not a huge fan of how the skills in the skill menu were organized.
noted

> click click click
It's Diablo/Poe inspired haha. And you can assign skills to other hotkeys and hold down the key.

> Things I like ...
Nice, thanks for trying out my game! I hope to submit a better version of the game, even by a little, next DD!

(1 edit) (+1)

>Blocks will reduce incoming damage to zero and protect you from status ailments. Resistance on the other hand will reduce the damage taken and chance to inflict status ailments.

My guy had like 2 res at lvl 20. Guess I got what I deserved.


>Initial players didn't like it, had to make it easier.

So I have the /agdg/ normies to blame.