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Hello! Welcome to Feedback Quest 5! It's nice to meet you! My name's Hythrain. I'm part of the FQ team and a hobbystreamer. I'm writing this review live after having played your game.

Due to forgetting anything the page had said or shown when I booted the game up, I had absolutely no expectations going into this. I just had the name in my head. When there was a pretty world and title screen, I thought it might be a top down horror game with cute sprites.. Then I got into the game and it was an anime pixel art dude with no shirt and two doors! I had no idea what was going on. It took me a good moment to realize it was a roguelite, then again to realize it was card based, then AGAIN to realize it was a deckbuilder! Multiple levels of SHOCK!

While I did notice the difference between how the cards look to the battlefield, I still find the artwork great. I loved how the music went in and out for combat and both in and out of combat tracks are giant loops.

There are a few things I think should be changed, however...

1. The tutorial should not just teach you how to read the card, but what the player is supposed to do every step. Going back to when I started, I was confused what to do on the very first screen. I tried to use the tutorial and it told me nothing in terms of navigation and what the symbols on doors mean.

2. If a player uses all of the cards they held and can use (so cannot use cards don't interfere, nor cards still in the deck), it should automatically end the turn. If they run out of SP and only have SP cards, it should also automatically end. That way, it can keep a better flow.

3. I might just be dumb, but I had a lot of enemies dodging my attacks. Not sure if it was because of me not paying attention or just low accuracy luck on my part.

Hey! First of all thank you very much for playing and for the feedback! 

Thank you for the positive comments :) 

As for the critiques:

1-while I understand what you mean, I believe that one important (and to me fun and interesting) part of rogue lites is discovery. Going in blind, guessing, failing, learning. 

I need to make a better tutorial for all that concerns battles (I'll make an interactive one), but teaching about everything else, I believe, takes away some magic. 


2-this one is on my to do list, thank you for pointing it out :) 


3-evasion is a status that both the player and enemies can have. It's a charges based status, one charge evades one attack, and that charge is gone. Also, one charge is lost at the beginning of the turn. Enemies with evasion are designed to be fought with the goal of taking evade charges off. Did you notice the status? This is probably one more thing I'll need to focus on in the tutorial, I feel like people who know the genre have no issues with it, but people who are not used to it tend to overlook them.