Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Time for a more complete feedback!
First a disclaimer: I'm not a big arpg player, and I have no experience playing diablo-like games. This isn't the kind of game I would usually play.

The first thing I noted concerning about this game was the lack of ability to remap the controls, which was quite problematic in my case as I use an azerty keyboard and arrows aren't an option either. So in the end, I played with my mouse. It was better than I expected, my only complain would be that sometimes the character would use their basic attack rather while I wanted them to move.

My character was a female ranger whose hair had the power to go trough her hat until I saw the "not display hat" option. It was probably a terrible choice, as I never received any bow as loot in any of my run. The "bear trap" ability of the ranger was quite a puzzle for me, as you can directly stun enemies by right-clicking them, even through walls, there is no need to set up your trap. I would suggest to change the flavour of this ability (may be a stun spell?) as it isn't how one would imagine a trap would work.

I'm not sure I'm well placed to comment over the gameplay, as I said it isn't my type of game. The game seems more on the easy side as I first-tried all the dungeon. Game mechanics were nicely progressively introduced. The enemies' IA seemed good at its job. I had the feeling the gameplay was quickly repetitive, but I assume it is something inherent to the diablo-like genre. I looked a bit at the dungeon generator; it reminds me a bit of the customisation of vehicles and buildings in Spore. I imagine it can be a fun distraction between two dungeon runs.

The art style is quite good. I'm not a big fan of the low-poly style in general, but I must recognise it fits really well this game. One thing that could improve it would be to give dungeons and enemies different and distinct flavour theme, like fire, ice, etc. I saw there is actually two different flavour theme in the dungeon creator, but they feel very similar. I guess it is already in your todo-list.

The few existing musics are nice, but I wish there was more for during the dungeon. The transition from the main music who is quite energetic to the ones of the sub-menus who are way more calm feels also a bit weird.

PS:
While searching for controls options, I found instead a language option. I switched off to French for a moment, and I quickly switched back to English, as the translation need way more work. I assume it is machine-translated, as no French speaker will ever translate Hero to Héro without the 's' or Salvage to Sauvetage in a crafting context. I also saw special characters being coloured in black rather than white, texts still in English and texts that went outside of their associated space. I still appreciated the effort to reach a more international audience (I didn't penalise the game's score for the translation's shortcomings).