I'm not sure what you mean by light being difficult to master, more light = more easy game
Yep, it absolutely sounds like this. But sometimes "Glowbugs are missing in the deepest areas" and you don't know how at first how to deal with prolonged walkings in darkness and you may end up being impaled by spikes or fall into the pit. But the more you learning the game the more ways to deal with darkness you finding out.
This includes items as they're an interactable, but it only happens once and so I guess this isn't good enough. I can add another controls popup specifically for items saying "Space : Pickup item"
It will do I think. Also I'd like them to be distinguishing (some colour code maybe?), because in the end of the game enemies just litter weapons everywhere and trinket finding ends up into cherrypicking.
You mentioned the "trinkets" being unobvious, but it says "Equip artifact" when you hover over it in inventory, isn't that good enough?
Unfortunately, I figured out to equip them only when I opened the inventory to switch weapons... Yep, I'm that simple minded.
So what happens if they keep going deeper? Discover new enemy types forever?
Who knows? ¯\_(ツ)_/¯ After this amazing light mechanic it wouldn't surprise me.
There is a potential problem where the player doesn't explore the deepest area properly and doesn't find the boss. Would this be considered a flaw? Surely players would properly explore the deepest area.
Agree. Probably it's my personal thing, I prefer to be overly cautious in games like this.
I've debated it with myself and I probably won't remove the bell from Central because I want to train the player to abuse the bell
Good decision. The starting zone is a perfect "tutorial" stage which teaches a player about all features this game has, like consuming food, curing rotting, allocating power, bloodshed and using light sources. It would be strange to remove such a significant interaction from this zone.
It's a free game, I won't be selling it, dev is a hobby. It's the greatest free game ever made! (well those are some big shoes to fill so maybe not)
Haha, it definitely is! I would pay for the experience it gave me. It could compete with any $15 indie game and easily exceed it.
Instead of buying, tell others about the game, I need more feedback before I'm done with it.
Sure thing! After my very first run the first thing I did was telling my friend (who is fond of Dark Souls) about this game. He greatly appreciated it and spent many hours in it as well. Planning to tell other people too.
By the way, tell me if a lower Gamma value looks better
It looks better at 90, Darklings are more distinguishable from floor and some objects start to looking more solid. 80 is too low, it makes walls too eye unfriendly.
I done a walkthrough from scratch to see how quick I can beat this game with all knowledge I gained and I would say next things:
The order of bosses was W>S>E>N (but now I think I would go E>S>W>N). First things I started to upgrade are Technique and Energy. After these got level 10, I started to improve Lifeblood and Restoration to be in the dungeon as long as possible. North is the best location for farming (I would say South but you risking being cursed by Devils) Luck is needed mid-game to gain as much useful items as possible. Domain turned out to be the most essential skill in the late-game, probably if I spent some points in it instead of Charisma and Luck I would beat this game even faster. Feather Angelic Spear is a judgement day device, one precise hit is enough to clear corridor full of powerful enemies. Crown of Desire with +50% bonus made progress much faster. Shield of Blood is imbalanced and makes you virtually invulnerable (I wouldn't nerf or remove it though). Bosses are underpowered (or I got overpowered), only centipede killed me once (and that's because it had many other enemies nearby), after this I farmed a bit more and then did my last run and all bosses were killed in one life. Overall it was very fun experience, I would do another walkthrough like this!