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Played for roughly 1.5h.

The UI in the Main Menu looks like and probably is a Placeholder, but it does give me the feeling of these older more barebones MMOs, which is probably what you're aiming for, so you're on the right Track I think. Still, needs more work.

When first opening the Spellbook, it said some dummy spelltext until I hovered over a Spell. 

Your Tutorial Objective Text doesn't update to new Keybinds.

You probably want to have the ingame UI look like in an MMO aswell, to me personally the orbs both on the left, feel odd, the Party Formation could probably be in a Menu somewhere, I don't know if I'll need that actively during Battle, and the right-side Icons could be above the Level Bar I think. But that's probably personal Preference.

Level up breaking the Combat feels odd. Consider just leveling up and getting new Abilities on a Class Trainer in between, or a popup/glow on your Skillbook that you have new Abilities, instead of freezing the Screen and putting your Choice into the middle of it.

Predictive Precast is missing a word I think. It says increases the chance of Big Heal..., but not what Chance. I'm assuming Crit.

It would be nice to see some Stats for Characters, who pulled how much Aggro, who did how much Damage and so on, so you can decide on your Equipment selection better.

It would also be really nice to have some slightly randomized Personality to them. Have them not always stand in a perfect Grid when fighting/moving, but move on their own a bit, move out of AoE, line up their own Abilities or whatever, some chat bubbles of stupid Stuff Players usually say ocassionally, some light "fighting" for Loot they don't need or Stuff like that. Lean more into the fake-MMO Idea of it I think.

I can't cancel spells with rightclick when selected? Like Circle of Healing i.e. Also feels odd that the base heal can be cast while moving on default, that seems like a powerful Ability for an extra Heal or an upgrade/talent, not for the base Spell.

Hovering over an NPC Spell in the Spells list when equipping doesn't tell me what the spell does.

Shop needs a Shopkeeper. Also would be nice if its a safe space behind a Door, so you're not getting attacked while in it, and NPCs can move around a bit, chat up, relax themselves etc.

Your Tracking seems inverted, it took me a while to figure out that dark means selected. Maybe just show the tracked Target on the Map aswell. Or just straight up put a Minimap in.

Entering a new Level apparently resets the Formation of my Party.

You know that the Graphics, the Town and all that need some Overhaul. Would be really nice to be able to walk around in Town tho, instead of an overworld selection like that. Travel between Vendors to buy stuff ahead of a Dungeon run for preparation, get some Quests, recruit new Partymembers there, Stuff like that.

The Idea to upgrade the Hub Town to bring Permanent Upgrades into the Roguelite works well, I could totally see that as proper Quests in a in-Character exploration Town aswell.

It would be really nice to have some different Personality to the Characters. Not have every Warlock be the same, but give them a bit different starting equipment, spells, stats, a Name, some Quirks on how they cast/act etc. Maybe one just spams the same Spells constantly, while another one tries to preserve cooldowns, Mana and whatnot a lot more? Would make them feel a lot more alive I think.

Also I'd probably prefer it if you'd select your Healer at Character Creation like in a real MMO, then stick with it for this Savegame, if you want multiple Healers to try out, just offer multiple Savegames. 

When I'm downed my last Heal still goes through. I also stayed at 100HP afterwards for whatever Reason.

It's a shame that equipment and Stuff doesn't seem to carry over between Levels.

I dislike the Timer for the sleeping Guardian a lot. It'd be ok to have it as an Event in a Dungeon on a specific Floor or something, but it adds needless Stress to an otherwise very enjoyable Game.

Spell discovery doesn't update the number of spells discovered, it always shows 10/20, and always costs 50g.

I'll play this again and try to get deeper if you remove the Crypt Guardians and the Timer.

Really Fun otherwise.

Thanks for the feedback.
I just have 1 question on It's a shame that equipment and Stuff doesn't seem to carry over between Levels.
I just want to confirm that you mean when you start a new run and not when you go down to a deeper floor during the same run.

Yes, when I start a new Run. It stays on a new Floor, its not a Bug. I think its by Design, that I'm probably expecting this to feel more like a single-Player MMO where your Progress is mostly carried over with only small changes in the Runs themselves, while it's probably ment to mostly change on a Run per Run basis instead.