Had a lot of fun playing through this, wouldn't have been able to beat the final boss without the second attack upgrade. Big fan of your other games so it was cool to see you make a non-tactics game
islandware
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Reuploaded with some more polish and updates based on the feedback below. Most notably, I balanced the rooms so that traps are less frequent/fast and enemies and traps are placed in more fair positions. Also, enemies now wait 1 second before chasing you to give you time to react (but now move a little faster to compensate)
Thanks for playing, I'm glad you enjoyed!
Good catch on the typo, will fix that. I considered showing all moves at the start but wanted to give some surprises for when the player unlocked them, but for a small game like this I think you're right that I should just show everything up front. I added some text and icons after leveling up that stay on the HUD after leveling up telling the player to checkout the menu to see the new moves (right side of the screen), but it can be unhelpful because it doesn't say what they unlocked and can be easy to miss. Appreciate the feedback!
Not sure if this helps you, but error seems to be coming from Vulkan and not being able to allocate memory for a buffer. Im running on a mediocre laptop so maybe my integrated gpu isn't enough
USER ERROR: Can't create buffer of size: 192, error -10. at: _buffer_allocate (drivers/vulkan/rendering_device_vulkan.cpp:1360)
Thanks for playing! Appreciate the heads up on the visual bugs and hitboxes, will try to address those. I agree on the menu, unfortunately haven't had time to properly address how to use the keyboard on the menu since each panel is a little different and I couldnt figure out a smooth way to have consistent controls on each but I acknowledge it's an issue. You can skip the combat result animation by pressing spacebar/advance, but I agree here and will speed up these menu animations.
Thanks for taking the time to play through the game and record it, this feedback is very useful. I agree the enemies can feel a little cheap at the moment, especially for what should be the first stage. I'm going to tone back some of the speed to give the player more time to react. As you mentioned, I think the biggest thing to improve is removing most of the unfairness in the map (fast traps, spikes and monsters placed right on entrances). I didn't realize how obnoxious they are until watching someone else play it
cool concept, although the controls are a little unintuitive. It feels like there should be a way to move the camera, and also since interacting with everything requires clicking on one of the menus, if there are multiple menus open or the context changes suddenly it can be hard to get the inputs to work when you want them to
Super fun, really love the weapons and enemies, great detail. Got a good laugh out of the game over screen. Only complaints would be missing some sounds and music, and bullet sponge enemies make the weapons feel less powerful (and there doesn't seem to be a ton of ammo drops). Plasma chain gun is super fun though
This is a neat concept, and the art fits the theme of the game but is also funny. Can be a bit hard micro the healing because if you change line of sight you can accidentally heal the wrong guy. Also, after about 10 min of the same dungeon and skeleton enemies it feels a bit repetitive with chests too far between each other. The party dynamic and different abilities are a fun start and expanding on the questing/content side of things (different enemies and environments) will go a long way
it's a bit difficult to micro the squads since it can be hard to tell who you have selected and what their action will be due to small and mixed contexts (open, c4, kick, slow open, breach, etc) however it's still fun to go serpico on some goblins. didn't seem to lose any points for not arresting enemies, which is good because arresting these guys is impossible when the rest of their team is shooting at you (and who will also switch back to shooting seemingly randomly). it could be my fault, I may not have understood the mechanic correctly. I lost pretty much all my squad mates every mission, rest in peace brothers