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Overall very fun experience! The animations are cute, the characters are... appealing, for lack of a more polite term, but gameplay does need some balancing. The player is very squishy overall and the effects of each team member feel very limited. I recommend some of these to help out, but only if you're open to feedback: 

1. Try implementing mid bosses, it will give players more time to grind and maybe get used to some of the big bad's tactics. Before being thrown straight into the pits.

2. Items. A random health drop that gives 10-25% health back would be a lifesaver for players, Reigh's healing buff just isn't enough to cover actual healing when you are thrown headfirst into Cthulu.

3. Reconsider some of the roles each character plays and how they play them. I love the idea of switching mid-combat to whatever  character you want, but the "buffs" each one supplies just feel watered down, which could have been an attempt on your part to make them more balanced, but I think they would be more enjoyable even if the player could just select one play style and lean into it more. 

4. Passives and Gameflow. Taking from the last point, either the player just doesn't have enough time before hell breaks loose, or the character's abilities are too watered down for the sake of being novel. Don't be afraid to make each character more rigid in their role, Cedric is clearly supposed to be the early game grinder with the biggest range and exp boost, Bogart is supposed to have higher speed and a chance to crit, which is great for dps, and Reigh is supposed to tank having healing at the expense of range. You can totally lean into these more and make each character more enjoyable to play without taking from the overall experience.

If you got to this point, well thank you! Clearly it shows you have a desire to improve the game and I genuinely believe in your ability to make this a super fun experience across the board. Hopefully my feedback along with that of others can help you find the missing links to implement your ideas in an even better way. Keep up the awesome work!   :D

Thank you for spending time and effort to help improving the game, and here are my opinions on your feedbacks:

1. Mid - bosses: This is an absolutely amazing idea to be implemented in the game and I wish I realized this earlier.

2. Item drop: The reason I didnt implement the health item drop is I think Reigh's healing mechanics is somehow balanced enough if you kite and avoid battle when you are low, but I agree that the value might be a bit low / take too long to reset HP to 50%. However his Ultimate skill is very broken in my opinion as it negates all contact damages and heal up when colliding with enemies. His shield's triggering mechanic has no CD and number limits and it is able to raise your HP from 1 to 100 in a second. However, item drop that temporarily boost to DMG / Ultimate meter / speed would be a good idea.

3 & 4. Character roles & Gameflow:  Yeah I agreed to your opinion which I did too carefully or cowardly  when comes to allocating stats for their role because the intention is to let players to swap among characters to handle different situation.  My initial idea for each of them are: Cedric - excels in single target damage, Bogart - excels at mobility and AOE shredding, Reigh - Defensives and Tanking. Hence, in this case, the intention for them is using Cedric when Cthulhu spawns because he is able to nearly one-shot the boss if his attacks is not split up by other mobs, so to avoid the damage being split onto other mobs, then you can use Bogart to shred them all. Also, if you are overwhelmed by the other mobs and low, you can swap to Reigh has he can regenerate health meanwhile he is able to rapidly knockback enemies in exchange of his range. These are the main reason I watered their stats down so they are going to cover each other's weaknesses.

Anyway I do really appreciate that you did express your opinions clearly and politely ^^