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(+2)

doesn't have an extremely hard tutorial - 0/10


lol, but fr though

i feel like the idea for the whole socket system is very interesting, it takes aspects from roguelike combat that people enjoy, like synergies, and simplifies them in a way that is easy to program

a more developed form of this system could really bring a lot of diversity on how the player develops their build

however, the execution of it was very poorly done, the game is extremely slow on basically EVERY SINGLE ASPECT

you start with no ways to defend yourself, which is not a problem in a gameplay standpoint since you aren't being attacked by anyone, but it surely is a problem in an engagement sense as it makes the first few minutes of the game AGONIZINGLY slow

that coupled with the slow as a slug movement, no way to aim your attacks, no music(i'd say if you're not gonna have music just don't add SFXs either, 'cause then the lack of a soundtrack is so much more apparent) and zero curse variety makes this game a very stale experience

there also isn't any sort of xp bar, health nor a way to regain health which doesn't give the player any sense of progression

the only thing that really progresses as the waves go on is the enemy variety, but at the end of the day they are just pixels on a screen that move toward you, you probably should have spent less time making a lot of enemies and more time adding stuff that actually changes gameplay, like curse variety, as there is no point in making a bunch of enemies if the player won't be engaged enough to get any further than the first minute of gameplay

harsh but i completely agree
i was realy scared to make it unplayably hard and really wanted to have the difficulty curve start low, but i probably overdone it :/

i see where you're going with your hard tutorial tho (im waiting for a easy mode to your game :p )