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Damn Wierdox, that's a lot of feedback. Thank you very much. I'll try to address everything you wrote without quoting to keep the message shorter, than needed.

  • I am happy you liked new music. Playing with sunglasses must be very cool.
  • The retical mana indicator is just scaled circular boarders. They are placeholders, but I fully understand how they might bug people. I will make sure to change them for next DD
  • I am happy to read the seals screen works much better now.
  • The time limit screen will need to be overhauled. I always find it hard to fit everything I want in UI.
  • Thanks for telling me about the typo
  • The 3D "map" is a good compromise I think. It doesn't not give you the full picture, but it can still give some useful information.
  • I am happy you found your figurine. As for the jumping, it's actually a semi-secret mechanic intended for crates (you can run around with a crate, and then still throw it under out and bounce off it for extra height and more mana or extra time). I don't prevent the jump from thrown figurines, because I think it is hard to reliably execute especially under time pressure. I wonder if you were able to jump off it reliably during gameplay, or if it was just something you noticed in the entrance room.
  • About exploration after failure - That's sort of what the unlimited time option can be used for, especially when you combine it with custom dungeon seed option. In theory for some late game challenges, players could memorize whole dungeons, and then replay them later. It costs resources and takes multiple runs to prep, but it might be worth for some people.
  • About the alt tabbing - thanks for bringing it up. I made it so the game automatically pauses when alt tabbed, but I did not consider checking if the run already ended. I will need to fix that.
  • About the room you could not exit after you ran out of mana - you can reach the ledge if you crouch jump from vines to the left of your screenshot. You are not the first person who got stuck in that room thinking they soft-locked themselves. All rooms are "beatable" with no mana. Maybe I should pt a sign there reminding players about that.
  • about controller inputs - I guess you could cheat them with steam's controller set up or something, but I really don't think this game should be played with a controller.
  • Thanks for telling me you felt for playing for one hour and a bit. Given the game tests memorization, I don't expect players to play for much longer than that in one sitting. My plan is to give players "breaks" from dungeon runs in form of action screen systems and more cutscenes in future.

And thank you for the last gif. You played for about one hour and you still got new systems to discover (achievements and skill tree), which is about what I expected based on watching streamers in the past. I guess this is going to be one of those games, in which players feel new for quite some time ha ha.

Thank you for all the feedback

(1 edit)
I wonder if you were able to jump off it[figurine] reliably during gameplay, or if it was just something you noticed in the entrance room.

I did it a couple times, to middling success. It also saved my run when I thought I soft locked behind the green pooled wall. 

About the room you could not exit after you ran out of mana - you can reach the ledge if you crouch jump from vines to the left of your screenshot.

Now this I didn't expect. I never thought that you could crouch on a vine, the concept sounds foreign. If anything, I would assume crouching would lower me down. Maybe it is explained in the tutorial, but I didn't play it this time around. 

No, I only explain you can jump on vines. I did not specify you can also crouch jump on them.

It also saved my run when I thought I soft locked behind the green pooled wall.
So clutch. I wonder if your heart skipped a beat when doing that.

Thanks again for your comments