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(+1)

Feedback part 1 of ?

Breaking it up in parts because I actually died at a point and need to replay some things and I already have a lot of footage. But I still want to see the new content. No commentary though just gameplay. I didn't play all in one sitting so there's plenty of cuts. 

  • Generally feels harder than before, although it might be because I was trying to play with just two-handers.
  • Shift clicking on enemies out of range should still swing your weapon.
  • Felt like the first level didn't have many drops at all, even some empty chests. Still think it could benefit to have a higher drop rate here.
  • At some points I could see and hit enemies through walls (always next to doors I think?) and sometimes enemies hit me when I couldn't see them.
  • Aren't the cauldron spells icons wrong and should be the other way around? Really confusing when the health one is blue and the hand is on the opposite side of the orb.
  • Kinda lame that the only AoE option for two-handers is a ranged one. Where's the big hulk smash?
  • The charge could use a larger hitbox for enemies, feels pretty bad when you charge and stop right in front of them without them taking any damage. Some effect on hit for it would be really nice too.
  • I think both charge and throw could have -1 mana cost.
  • Spear weapon arts seem pretty lackluster, don't see myself using the -HP one until maybe very late game.
  • The door icons on the minimap are a bit strange actually, I think it always looks like there's two openings. 
  • Enemies got stuck on scenery a couple of times.
  • I always forget which order you're supposed to put the item into the goblin. I think generally I do it in the opposite way that you're supposed to because there are two braziers next to the goblin so I think in my mind that means you're sacrificing two items and then putting the last one in to change it. I saved right before using it and did it the wrong way of course, when loading the save again the goblin disappeared, whoops.  Going down a floor and back up fixed it.
  • If STR gives a flat damage bonus, isn't it always better for faster weapons than big slow ones? Not sure if it should change somehow.
  • Being able to see hit chance on enemies is really useful, not sure if I've used it before.
  • I saw traces of an enemy seemingly out of bounds at one point, but maybe there was a hidden room that I hadn't found. I can dig up the timestamp if you want.
  • Items that change up weapon arts - love it.

Played normal difficulty, 2h. Had to play very carefully and died in skeleton land as soon as I got a bit careless. Think I mixed up dex and agi in the beginning. I'll return to it a bit later. Will take a bit of time I guess for youtube to process the HD vids, in 2 parts because DaVinci was being a bitch: 

as always thank you for playing, and you are very much insane if you're going for the finish-line again. it's long! 

>harder than before

it might just be a mapgen thing, or an item drop chance. some runs are easier than others if you find a lifesteal ring early on.

>Shift clicking on enemies out of range should still swing your weapon.

i worry about this. im afraid that if an enemy is 4.1 units away and the max range is 4 units, the player will see the swing and assume he is hitting. when nothing happens it's a clear indication of "oh i need to move closer". some enemies outrange the player, so i worry about a player standing their ground and wondering why their attacks dont hit.

>At some points I could see and hit enemies through walls (always next to doors I think?) and sometimes enemies hit me when I couldn't see them.

i noticed this a few times too, i'll check it out.

>Aren't the cauldron spells icons wrong and should be the other way around?

everyone makes note of this. ill just switch it since it's more trouble than it's worth.

>Spear weapon arts seem pretty lackluster, don't see myself using the -HP one until maybe very late game.

the idea was to make it use the one-handed arts (just no shield). kinda didn't end up being fun, so i'm still wondering how to improve it. 

>door icon

oh man now i see it too! the idea was to have a hole in the middle. i'll make the top part wider.

>goblin order

no specific order. the idea is that it always go for the majority, so : two spears + sword = spear. same with the modifiers. it applies mods that you give it, and it doubles down if you have two of the same mods. ie: sword of attack speed + spear of accuracy + normal spear -> fast accurate spear + 2-3 random mods. swap the normal spear for a fast spear -> REALLY fast accurate spear

>goblin disappeared

hah, first time i see that! i'll investigate.

>If STR gives a flat damage bonus, isn't it always better for faster weapons than big slow ones? Not sure if it should change somehow.

maybe it would make sense for 2H weapons to benefit more from STR. in general, though, i have a fine time playing with 2H weapons, so it's hard to gauge

>difficulty

skeletonland is currently marked as my "too hard" moment. 80% of my runs pause there since it feels like running into a wall (that is, if i dont have a shield. if i have one, easypeasy). i think i need to balance out the level by either adding doors (bleh) or another melee unit (dont have one planned, though). perhaps i can add anotehr big room, since i think the issue is that once you clear a room, you agro units from the next room, and so on. you never have breaks.


vids are currently loading but i'll be sure to watch them all. don't feel the need to play the whole thing! the new content is presently

>armory level SouthEast of the PalaCamp (unfinished)

>blood coven level continuing the path forward (sort of ok) 

nothing really exciting, the most work was just making things a bit more polished at the start.

again, thanks for the feedback as always! glad to hear youre feeling better and i will see you in the fest soon

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it might just be a mapgen thing, or an item drop chance. some runs are easier than others if you find a lifesteal ring early on.

Yeah good point, this run the only ring I got was for faster spell casting haha. Still, difficulty could probably be toned down a little bit in the start and harder later.

i worry about this. im afraid that if an enemy is 4.1 units away and the max range is 4 units, the player will see the swing and assume he is hitting. when nothing happens it's a clear indication of "oh i need to move closer". some enemies outrange the player, so i worry about a player standing their ground and wondering why their attacks dont hit.

For me I guess I'm just expecting it to work just like in Diablo.

the idea was to make it use the one-handed arts (just no shield). kinda didn't end up being fun, so i'm still wondering how to improve it. 

Spears are hard to make interesting I think. Maybe you should be able to wield it either 2h or 1h with reduced damage? I don't know.

maybe it would make sense for 2H weapons to benefit more from STR. in general, though, i have a fine time playing with 2H weapons, so it's hard to gauge

The damage seems fine for 2H, was just a general thought.

no specific order.

Oh whoops hah, I always thought the ordered mattered for the weapon type. I often rely on the goblin to get a usable weapon.

skeletonland is currently marked as my "too hard" moment

I think I find it more tedious than hard, have to kite a looooot... Unless you have a shield yeah. Not sure what solution I'd propose, well I guess it would be new enemies. One way could be more melee variations of skeletons, recolors and with different weapons for example, some elemental effects. 


again, thanks for the feedback as always! glad to hear youre feeling better and i will see you in the fest soon

Thanks, I still find it fun to replay it. There are a million things I'd like to have done before the fest but I won't manage any really hehe. I'll just have to get over myself and put up the demo I think, don't think there are that many people checking these things out anyway. See ya there.

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Got the itch to play some more, continued from the start of skeleton town from last time. There's more footage although I don't know if you find it useful. Had to go to the burrows to get more potions and then backtrack to finish the last part of skellytown. Stopped a bit into the armory. Some ramblings:

  • You can't look at the entire map when scrolling it with the arrow keys.
  • Buying an item, going up and down stairs - item is back in the shop.
  • Still feel like there are so many items that have int reqs, scythe 20 int :(
  • Doesn't seem like many new items drop from about burrows 2 onward, guess its not finished though. Must've seen 20 drops of enchanters helm.
  • Maps after palacamp feel a bit empty and repetitive, and the passage is so large with the same enemy clusters everywhere. 
  • New enemies in the armory are cool.
  • Can you hit faster with weapons if you swing with a slow one and swap quickly between a fast one and back? My tests were inconclusive.
  • Feels like the game gets way easier when you get into the burrows, often come out with a backpack full of pots. Probably best to go there and then skellytown most of the time.
  • Charge gets really strong when you have the mana for it, I wish the SFX and FX on hit for it were more impressive. Throwing your weapon is good too but it flies so slow and its so easy for it to get stuck that it doesn't feel worth using it often.
  • I got a pretty nasty bug with an immortal elite skeleton that couldn't be targeted right next to a golden goblin. I first encountered him in the video @27:03 and you can see me dance around him trying to use the goblin in @1:27:50. He did some crazy damage too.

>Buying an item, going up and down stairs - item is back in the shop.

good catch. i'll fix this now

>Maps after palacamp feel a bit empty and repetitive,

yeah, theyre all in varying stages of being ready. none of them really have any props so it's just walls and enemies.

>the skeleton archer

what a silly and strange error, i wonder what broke with him. i'll take a look now

>charge VFX

all the combat arts have pretty lame visuals. i really need to get on that...

thanks for the video and feedback. i'll get on this now!

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Finished the remaining part too, nice with a new area. Felt like the difficulty was picking up a bit again with the warmothers doing a lot of damage. Although I hadn't bothered upgrading my equipment for a while and I was overflowing with potions. It feels kind of silly spamming the charge attack honestly, maybe it should be tied to attack speed of the weapon or something? I dunno.

No idea what spells it thinks I casted? Should be 0 I think.

congrats! you're the first person to beat the full thing this DD! truly you are outdoing yourself playing through the whole thing every time.
i'll look into the spell thing and the timer - kinda weird that the timer shows that weird format. could you send me your save file so i can poke around? healing light tracks itself as a spell, though, so you'd have at least 3.

>spamming charge

i think this was mostly due to the Afterlife Gladiator helmet buff - i sort of don't want to hamper silly builds like that too much. instead i'll look into adding an AOE-slam ability or something to give you more fun options so you don't have to rely on just one thing.

thanks again for the playing/videos. your feedback is greatly appreciated and i already spent half the morning implementing some of your suggestions.

i think this was mostly due to the Afterlife Gladiator helmet buff - i sort of don't want to hamper silly builds like that too much. instead i'll look into adding an AOE-slam ability or something to give you more fun options so you don't have to rely on just one thing.

Oh yeah that might've been it, even found two of those helmets. Sounds good.

Hadn't really planned on playing it all again, kind of just happened.

Here are the saves, one next to the immortal skelly and one at the end of the game.

https://files.catbox.moe/j0pwg8.rar

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Another thing is you might want to increase the brightness of the cursor in some way. I was playing with the monitor at a bit of a distance and I lost it some times because its so dark against the similarly dark background.