Game may have been bugged for me, after the first monster encounter and going through some linear hallways I came across two doors, one red door was locked and the other blueish door would play the transition fade to black animation but I would just be left standing in the same spot when it faded back in and I found myself unable to progress after looking around some more attempting to backtrack.
It really nails the visual design though having it so you can only have a flashlight or weapon equipped at any time kinda makes monster encounters predictable. Since you can't really fight off something you can't see and the first two show up in well lit hallways, one can guess a dev wouldn't put a threat in the same place a flashlight is needed but I could admit to being wrong if this is done well, but having to potentially dance around a single light bulb in the dark sounds like a nightmare, the bad annoying kind if done wrong.
Keep up the good work this has some serious potential!
Cardshake
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I love this game and if the entire game is of this quality I will probably get it day one so I thought to send some helpful feedback good and bad.
Abilities outside of the ranger's and the buff abilities feel underwhelming where my basic attacks are often much stronger which makes mystic feel far weaker than they actually are since why use MP on the magic lance when one swing of the bell deals the same damage for free, I feel like mystic needs the most work here as most of their abilities have the same purpose "dealing damage on charge up" while being very visually similar as well.
A way to know which npc has a main quest or the requirements to advance to the next one ahead of time although not mandatory would be a nice quality of life addition for new players.
The vanity crystals and random drop dyes feel like an extra step that isn't needed, would rather have to run back to the mirror every time to change my appearance then have to grind for dyes or buy crystals everytime I get a new piece of gear that's better, though this is a minor complaint.
More cross class synergy could be very fun, weapons that scale off of different stats or abilities that could be used with weapons outside of the normal class expectations as something like a sword and board mystic with barrier and shield abilities could be a very fun way to tank.
Maybe make the mobility skills such as teleport or bounce an alternate/upgraded dodge as with only 6 slots these abilities in the tight arenas you tend to be in feel really awkward to use and often doesn't even help you escape or platform.
Enemy stagger is way to unpredictable often feeling like random chance if an enemy will hyper armor through your attack or get staggered, maybe make a static stagger threshold or hell even the now classic stagger bar you see everywhere really any step away from random stagger is a good one.
Movement is great, some kind of dodge attack animation could be a nice addition as you tend to be dodging a lot since its way faster than moving normally so some more interactions with it could really carve out this game's unique niche
Parry window although generous makes sense, at least in solo play as large groups of enemies tend to stagger their attacks slightly and blocking tends to lock you in place so again makes sense why it's so lenient, though sometimes it can get a bit annoying to get locked in place like that but I will chock this one up as player error.
The dungeon at least the first few go arounds is great, really like the mini puzzles some rooms have as well as the non combat rooms, though you do very quickly feel like your doing the exact same dungeon even with the random tiles after a while but its a very good tileset and enjoyed all three playthroughs of the demo despite how many times I had to go through it again in each.
Art direction is good, some of the "horny" I could do without "like that one diva attack... you know which one" but this is ultimately personal preference.
Longsword is very strong, like holy hell this shouldn't outdamage every weapon in the game and can use a shield strong. Even with zero stagger this thing rocks groups with its attack speed and damage output.
The starting heal ability is extremely strong being a must have for every build, so most of the time you end up realistically having only 5 slots to use, really wish I could bind even just one more but I understand the limitation.
Having a sub-color option would be great as having every color on your character's body be tied to one can be very awkward, the light and dark bar has strange effects too as if you're raising the "gamma" of the character instead of how bright or dark the color is.
Ranger feels the most complete in its vision being the last class I played, every ability I used even if it doesn't deal much more damage than your basic attack has some secondary effect like strong poisons that still make them worth using since the bow is more limited in its use alternate ways to deal damage complement this class well though its passive is easily the weakest as having a triple jump and wall kicks, rad as they are, are hardly useful in combat like extra defense or mana regen.
Warrior is solid though some skills are a bit redundant "spear charge being Identical to an ability useable by all weapons for example" and shield bash might be bugged as it doesn't really stun, though you really just hold down attack and parry due to the underwhelming power of skills compared to the rapid machine gun that is the longsword.
already talked about mystic so I'll just wrap this up by saying it needs a serious makeover or more skills to stand out and I really look forward to your game's future.
addendum: shield bash probably does in fact stun but it starts with a one second stun duration which I somehow missed but certainly wouldn't notice as the animation is the same as if the enemy was merely staggered, one handed swords DO stagger turns out I just got really unlucky, warrior's abilities do start feeling impactful but some more so than others past 20 strength +rage is what I would have said if I hadn't gotten a better sword the moment after I made this update, now abilities feel downright worthless if it doesn't have a secondary effect.