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It took me a little bit of time to get used to the gameplay. It feels more like a FPS with roguelite upgrades than a survivors-like. I was a little confused why I died the first couple of times; I think it was because the enemies were translucent, while their gems were opaque, so I thought I was supposed to walk into them to collect the gems, not knowing they were enemies. Later on, I somehow died by enemies that spawned behind me? I'm not sure what happened.

I liked the upgrades, although some of the choices seemed like it would increase the difficulty instead of making me stronger, e.g., making enemies have more hp or spawn more quickly. I'm not sure why I'd choose that over upgrades?

There was also one time when I had 2 upgrades in a row, and I think something odd happened there.. I don't remember what exactly though, maybe the game continued on or something?

Overall, I think distinguishing the enemies from collectibles would be a great way to improve the game!

Thank you for your feedback. I appreciate it! :)

The learning startup time snags people at the moment. I am planning on a tutorial due to this feedback.  I am hoping it helps out with getting started.

I feel that. This was the early endless mode as I ran out of time to get other enemy models ready. I was hoping to see if I could capture the feeling with what I had now. I have a timed survival mode for the next update so I am hoping that gets the survivor-like genre a bit more. I definitely feel my game is on the more loose end of the survivor-like genre as some core things from Vampire Survivors I wanted to replace in favor of other mechanics.

I have received the enemy comment a few times now, and am currently redesigning the enemies to make that easier to understand! I will take your collectible comment when designing the enemies :D. I am thinking I will embed to make it obvious they cannot be collected! Also going to add in a mini map and hope that helps with the behind the camera deaths.

That was a bug found! I am in the middle of patching that one up. The upgrade works, it's just that the resource was labeled all wrong. 

The enemy upgrade was a concept I was planning around with and I am a fan of the Skull O'Manic powerup lol. I ran out of time, but when collected they added better power ups in the upgrade pool. I will make these more obvious when I design the cards. I am also hoping to add synergies for it as well!