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(+1)

Nice and addictive gameplay, just like in Vampire Survivors, controls feel nice, animations and visuals look good!
Nice to have some info on the mechanics, although many in-game terms are not explained: aside from self-explanatory Burn and Bleed there are Shatter; Prayer and etc. which is hard to figure out how they impact the weapons.

As for game features:
- Healing is hard to come by;
- Upgrades for pick up range feel worthless since all the crystals are gravitated towards the player when the wave ends;
- No option to leave a trinket when all the slots are already occupied and you do not want the offered trinket;
- It is not clear why kama and bow are weapons and spear is the ability when ability can be used with any weapon active and trinkets boost ability damage: does damage amplification applies when only added to spear or to active or both?

In general, the game feels nice, keep up the good work!

(1 edit) (+1)

Thank you for your feedback)

Healing, yea, we haven't implemented it yet)
Nice feedback about pick up range, I really haven't thought about it like ever, it makes no sense in current scenario indeed)
Regarding trinkets- that's a heavy work in progress, whole system will be rewamped afterwards, as well as interactions and progression

Regarding abilities- active ability (as well as auto attack and trinkets) are tied to a slot, where weapon is currently in, so any weapon, that is in a 3rd slot- will be an ability (AoE damage for Kama, Dash for Bow and Force Push for Spear). Damage amplification and status effects affect Ability slot itself, regardless of what weapon it is (excluding Bow, because Dash has no damage component as of now)

Thank you, will keep up improving and shaping our game)