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(+1)

You already know some of the issues I had like the brazier graphical glitch. Thought I'd try out the despair, ironman mode this time. Also with a wand and spell character as I don't think I've done one before. There's a good amount of different spells although I pretty much only used damage spells. First Shocking Discharge and later Thunderdisk. Stacking a lot of armor usually works out well.

  • All the new enemies are great. The mauler model fits better for the start of the game. Will you  reuse the old one for later levels? Love the mimic.
  • Seems to be more on hit effects on enemies, although I would probably want even more. At least for some enemies like skeletons and cult apprentices that don't animate much on hit. But I think you were taking out that apprentice model anyway.
  • Some enemies, like cult apprentice and faceless, have their movement animations not really in sync with their movespeed. Looks like they're gliding around a bit.
  • The stairs you came from go up now? I guess you went down into the dungeon and then go back up again.
  • The skull enemies should bob up and down a bit in the air.
  • Sometimes it takes a few seconds for the loading background animation to show up.
  • Not necessary maybe but alternate keybinds would be nice. You should definitely be able to remap things to mouse buttons though.
  • Could be fun if reading a book gave you a small amount of mana (like in Diablo).
  • Wands need some sound effects, attack, on hit, etc.
  • The music is cool and fits perfectly.
  • Very slow loading for the skeleton area but I think you fixed that already.
  • Really hard to see if some enemies are poisoned, some effect every time they take damage from poison would be nice too. I had no idea if my poison spells actually did anything.
  • Slow spell doesn't seem worth to use, costs too much mana for the very short duration it has. I used a cold wand most of the game which is just so much better in comparison for example.
  • Spitters (and versions) don't have any outlines, they got really annoying because of it hehe. Also had (two I think) cases of some bug enemies which had their outlines remain on death. Although this was while item drops were bugged so many it had something to do with it:
  • Mimics have stronger outlines for some  reason, maybe its intended?
  • Venus demons' don't get any outline if they charge you from outside outline-range.
  • Would be some nice QoL to have a spellbook say exactly what it will change on level up. You might not want to level a spell at the moment if it'll cost too much mana for example.
  • Maybe this could be a setting but it got really annoying if you had a ranged weapon in hand, holding down the mouse button to run around and herd enemies into clumps so I could blast them with the shocking discharge and accidentally hovered over an enemy (or barrel) the character attacks instead and you get stuck. So a setting to turn off auto-attack while holding down the button after you've started moving  or something would be really nice.
  • Would be nice if the tooltip while hovering over the selected spell with your mouse also said the spell's name.
  • Right-clicking a potion on your pot-bar also changes the bar's type (health-mana-neutral) as well as drink it, but not every time either.
  • Thunderdisk was extremely good (and fun to use) so I didn't feel any real need to spend my mana on any other spell. Is it too good? I don't know, didn't use other spells enough to really gauge it... But maybe have it's lifetime duration a bit lower on low levels, its just so very versatile.
  • The first shop I found was empty which was kinda disappointing. I'm pretty sure its not supposed to be, it could have something to do with me going back down to the previous level and coming back up:
  • I noticed that the second shop (the blacksmith) can be refreshed for free by going up and back down a level.
  • Mimics do not display kill count.
  • If you started to get some stats after killing X amount of an enemy on their tooltip it would be cool. And more accurate the more you kill, like HP, dmg, resistances, etc. I thought about some lore bit too but I guess you won't really have time to read it...
  • I'm really not sure about the rally point, having infinite health and mana regen like that invites a lot of trouble. I get why you added it but I feel like it should at least have charges or something. Idiots like me will just keep running back there because why waste a potion? It trivialized the level after for me because I'd just lure a pack of monsters back to the stairs and blast them with spells, going down the stairs and refilling mana and doing it all over again. I know from other times I've played I've had to use quite a lot of resources on that level but now I didn't use anything at all. I think it made the rest a lot easier. I had so many potions all the time after that point though that I didn't run all the way back down there through several levels to heal but if I had less I would have. 
  • Some items stretch strangely in the inventory, example:
  • Some items have pretty bad "hitboxes":
  • I didn't use it for this run but you can get infinite mana by switching between items that you give you mana, I think this vid should explain it: https://files.catbox.moe/t67tql.webm
  • Skelegolems are some real bastards draining your mana. Wondering if it would be better if they did it as some sort of AoE effect on the floor instead that's pretty hard to dodge but still give you the chance to. It just feels kind of janky the way it is now I think.
  • Death animations are great, love em. The venus demons' have some sort of weird blood spray that follows the model though.
  • Sometimes it's hard to see if the snails have their shield up or not, not really sure why.
  • Alchemikal tables are neat, their spawn chances should probably be looked over a bit though (no real reason to have two be able to spawn on the same level for example). I got two to spawn on the first (or was it second?) level and then again on the level after. Then I'm not sure if I ever saw one again. Maybe they should have charges too? Its probably fine without. Maybe make the bottles on the table a bit easier to see so its obvious what you should put in there, filled with glowing liquid or something.
  • Level 12 requires SO MUCH XP, maybe its different on despair too but clearing the entire Lost Corridors and Treasure Hoard, bosses, and the last enemies was only enough for about 3/4ths. 
  • Almost killed myself with the unstable pressure orb pretty early, whoops.
  • Some more feedback / dialogue on turning in the tome, felt pretty odd the way it happens now. Not sure what it did either, gave me some int I think?
  • The later areas are a bit too samey, I get they're not finished yet so I hope you will add more different enemies with different abilities too. Maybe some eggs or something that can hatch and have enemies come out in the breeding grounds.
  • I like the times enemies spawn around you and you get ambushed. More stuff like that would be great, like a secret wall opening when you walk past and monsters come pouring out of a closet. The "twist" was great. Didn't expect it. Almost died to the conqueror too, was a bitch to fight and I had to bring up the inventory and chug all those stranger pots while trying to remember which one does what.
  • I hope the lich boss will get a unique model. Enemies at the end looked great.
  • My only real complaint though is about item permanency. The issue got a lot clearer on ironman despair where you have to be really careful about your resources. It gets really annoying when you can't go back down a level to get an item or potion you left, especially when you need items for the goblins. Same with them disappearing from the ground on a reload. I know you've had a lot of struggles with saving already, but I really hope its something you will be able to change.

I really like the game though and it gets better every update. More enemies is what I would want the most I think, but I know its a lot of work.

congrats once again!

there's a lot of stuff to unpack here, and i agree with all of them. weird that the shop was empty for you. the blacksmith shop also shouldn't refresh! strange all around. i'll mess with it

the item hitbox is something i'm trying to figure out. the hitboxes are fine - the issue is that if they're behind a wall, i need to do some voodoo magic to get them to work. the outline + information is triggered through a OnMouseOver call (ie: mouse is on top of a collider). but if the wall is in front, the wall prevents calling this. so what i do is raycast from the camera to the wall and show anything behind it. but due to the perspective, the line wont hit the item if the item is far away from the center of the screen. i have no idea how to approach this. the wall needs to keep colliders for it's own issues, so i can't get rid of them.


i've also been debating the "show more enemy info". on one hand, i like the mystery of having no text. on the other, it's just boring. i go back and forth on it all the time.

also, i will be undoing the mana change from the webm. it used to be fixed, but i didn't account for items that grant a ton of mana. oops. that's just one line of code, so it's already done.


item permanency isn't that hard to implement, but i never really saw the need for it. i guess you gave me a valid reason to do it. 

i will have a lot of work ahead of me

thanks again for playing, beating and reviewing the game! it is much appreciated.

(1 edit)

I caught a bit of the stream where he was playing bow and having trouble with the first boss and that got me to want to try myself. I had only planned to kill the boss and then stop but I kept playing instead, so I didn't take any notes. This was on normal difficulty, stopped on the Breeding Grounds. Felt a lot weaker than wands and spells.  Boss was no problem because about half of my inventory was filled with health pots. Really the only thing that was troublesome were the faceless and I had to burn pretty much all potions fighting them. Which I guess is the point. I think it would be good though if you could encounter some of them or some similar monster earlier so you can try to account for them with your build. Now you can open a door and just suddenly get swarmed by like 6 of them and get beaten to death before a noob would process what just happened, I think. Are there few different bows? Pretty much just got a small crossbow and the rest were hunter bows. I did get a very good one in the first shop that I used until I quit though that made it a lot easier:

Also weren't you supposed to be able to refresh the second shop? I couldn't at least. I'm wondering if the game might benefit from more item drops in the first two levels or so, to give players more options. Just straight up increased drop chance, some more easily killed trash mobs, maybe a small level before the boss, I dunno something like that.

This, I'm pretty sure special skeleton, had a broken shader. Also no tooltip on hover: I've played the game pretty much by know, but I'm thinking it might be good to make it easier for noobs in the very first levels.

you maniac, you're not supposed to beat my game TWICE!

after your last comment, i disabled the second shopkeep's refresh on level switch . he also doesn't have the mana-to-refresh mechanic (why would he, he's just some guy!) so you only get that one roll. that kinda sucks, and i;m trying to figure out what he could do to allow more items. perhaps he can just have more to begin with? ill think on it..

i think the streamer had the misfortune of having the minimum possible room amount, coupled with low item drops, coupled with having a 1-2dmg, 2AR bow,  while also being a newer player who didn't want to use melee, making that encounter with the bloodguard suck all around. the increased drop rate isnt a bad idea - i can control which units drop more/less, so it wont be a bad change. what i'm worried about is setting a precedent - players see a lot of loot on level 1, they'll expect that on level 2. perhaps i should just increase the room count of floor 1 a bit, or perhaps i can just increase the section before the boss. i'll mess with it all tomorrow

there's 2 bows, and 2 crossbows. 3rd bow is coming soon, the icon is being drawn as we speak.


for the difficulty - something i think about is who the game is advertised to and what my average player will be like. the catchphrases do say this is a "hardcore arpg for veterans of the genre" and a "d1 clone", so i sort of expect most of  the playerbase to be familiar. if they're familiar, the first few floors are a cakewalk. i wouldnt want to ruin an experience for fans in order to cater to a market which isn't interested anyway.

either way, the stream was helpful and i'll for sure be looking into balance a bit harder. will start with bows and two handers and go from there. 
thanks again for playing! i'm glad to see that you're able to knock out more than half of the levels again, it tells me the game isn't boring you yet, and that's very motivating to see.

(+1)
i disabled the second shopkeep's refresh on level switch . he also doesn't have the mana-to-refresh mechanic (why would he, he's just some guy!) so you only get that one roll. that kinda sucks, and i;m trying to figure out what he could do to allow more items. perhaps he can just have more to begin with? ill think on it..

I thought I had seen a screenshot of him having a refresh cost silver skulls, I guess I must've imagined it... Well that's one idea I guess.

I suppose I am pretty much right in your target audience so its no wonder I don't get bored hehe, could definitely have finished it again. Its a game I could've seen myself make. Feels like the difficulty is a bit off though with it not really getting harder, at least in the mid game.  So if you do make it a bit easier the rest should be tweaked too of course.

Also it would be really nice to have the alchemikal tables on the minimap, fountains could disappear from it after using them.

>refresh cost silver skulls

that's a good starting point for sure, if i don't come up with anything else i'll try that.

> not really getting harder, at least in the mid game. 

yeah, i really do need to buff up the enemies in the midgame - mostly just the bug levels really. i'm going to redo that entire section since i don't particularly like how it turned out, so i'll use that opportunity to buff up the enemies. i think the upper halls and the skele pit are fine, mostly due to the priests' projectiles

>alchemikal tables on the minimap

will do this

replying again for the item hitbox bug. i had no idea unity had an out-of-the-box solution for this. i just ticked off walls from the camera event masker and now it works. who knew. feel free to ignore that chunk of text in the other reply.

(+1)

Nicely done! Unity does have some neat stuff buried sometimes if you dig far enough.

Skimmed through some other comments and I'll agree that some of the increase in mana costs for higher spell levels are a bit too steep.