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I came here from your post on r/gachagaming.

So far, the biggest issue i found in the game is already addressed in the description for the newest version, that being the filter/sort function.

Next are the things i would consider nice to have that might already be included in the "other QoL stuff" in the description

I feel like there should be a "Recycle All" button for the token tab in the inventory

Adding the mission button be highlighted in some way when there are completable missions

Something that would be nice to differentiate character classes would be great, such as an icon (on the upper left of their portrait maybe?) for their preferred tp gaining action.

I'd also like to see a greater difference between attack and magic for characters specialized in any of them (I don't know how the difference goes later on. If it becomes more pronounced, please ignore this part), as of now, a character with only magic oriented attacks labeled as an attacker only has 40 more mag than atk, that makes it difficult to measure how much stronger their magic is compared to their physical attacks, unless that is a design choice and such specializations are only minor.

It has already been said but most skills are just "do x type of damage to n enemies", maybe adding some secondary effects to skills would add some more depth to the combat besides the stun on weakness mechanic


Other than that, I really enjoy the combat system, reminds me of some early projects I had in my teens. Hope you can continue developing the game and I'll be following it as closely as I can, you got me interested, bud.

:)

QoL stuff will be done when I rewrite code, probably in a new game engine again (assuming I still work on it). Atk vs mag, you also need to consider enemy def/ res and skills have scaling, so as you level them up the 40 difference should be effectively greater, but yea the scaling isn't that big, I need to rework the stats growth and formulas, ive already noted that.

I have no idea about skills though. I thought games like Pokemon and smt/persona most of their skills are just damage + element, so I thought it's ok. So what's the difference between them and this game? Pokemon you get to choose your skills, while this is locked. As a gacha you build around specific characters so other games have unique skills, but this game has generic skills. You lose flexibility from both sides I guess, I dunno. I'll probably start off by thinking of different buffs/ debuffs. It's not really used and I honestly didn't try cause i wasn't sure how to code unique effects (first time using this engine and I'm not really happy with it so still want to change). I was also thinking of elemental effects as well, that might help it