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(+1)

contains minor spoilers

this type of combat is not my cup of tea, but as other anons have complimented the game in the bread, i decided to give it a try and the game is indeed good.

what kept me wanting to play was the story and characters. the art is charming and the game has an interesting premise and enough mystery from the start that kept me wanting to see more, so i played the extra levels too.

played the linux version

in the very begining, i think there is a comma missing -> in order to get through( , ) a team must ...

the flow of the UI is a bit strange, a `back` button will sometimes be in the middle of the available options. i would often look for a way to `go back a screen` by looking elsewhere instinctively, then looking at the last button. at some point i was even looking for an `X` on the top right or something.

speccing- hovering over the attribute icons need to show me what they are and what they do. the way `mana` was explained in the begining was a bit strange, i didnt realise until much latter that speccing the yellow attribute increase my mana

balancing- lost a few times early probably to wrong speccing and then the game just got easyer and easyer(too easy), specially after the characters got their third abilities. heal finn for the additional speed + his third ability turns him into a machine gun

ai- tank that was about to die protected tank with full health. Seemingly attack at random, sometimes sparing units that could be easyly killed

bugs-

at the 6th or 7th stage(before encountering the bee boss that messes with the UI, sannoval i think) the game froze to me whenever i attempted to start the first battle, so i had to skip the stage entirely,

using mosca`s aoe attack on a protected unit seems to double the damage. by protected i mean a unit that got the red shield status, protected by another tanky unit. i was able to kill protected units this way

the third skill of every character had the same description as the second skill. so i had to go in the `bestiary` to look up what they do

other-

clicking next should probably show the entire text instead of skipping- the text animation is distracting to me, so i attempted to click next again in the hope it would just show me the entire string

sannoval looks a bit like the crying laughing emoji, it`s hard to unsee

combat speed settings should not reset, or i should be able to overwrite it in the settings menu

would be nice to hover any character of any team and get their statuses displayed at the bottom left

real time elements with the bugs crawling the screen was a nice touch, but i did not see how i could influence it in any way

-sfx

some are a bit too loud and some don`t seem to fit. the death sound seems particularly odd, but i think there could be a lore reason for it

-puzzle(pentagram)

idk if i got it right, if i did, it was entirely because of what mosca said, and i have no idea what the hint is suposed to mean

i think i missed one puzzle as i said above when the game freezes on stage 6 or 7


will play future builds

Thank you for playing the game. A lot of people who leave feedback tend to play beyond the intended demo it seems, I want to believe that means I'm doing something right because the game is quite long.

On that note, that's a lot of useful feedback so thanks for that too.

The AI is deliberately a little bit dumb, not to mention there's a small amount of RNG involved. Only some classes will try to finish off weakened players consistently while others will prioritize other things. 

AoE skills damaging defended units is intended. The idea in my mind is that you can't block something that's all around you with a shield.

Balancing has been brought up often. I'd rather have the game be too easy than too hard, but I'll think of something up.

Finally, I can't stop laughing at the Sannoval emoji comparison. At least he doesn't look like the loudly crying emoji.