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mairis

7
Posts
A member registered Aug 14, 2023

Recent community posts

(1 edit)

The problem here is that it's not clear at all as far as Adambob's comment is concerned.

This button, which resets talents:

Is the same as this button which starts a new run:



This makes me think it resets/restarts the same run rather than starts a new one.

(1 edit)

If the game is built around repetitions, make sure that the player can jump back into the game relatively quickly. Right now, every time EP runs out, the player has to go through multiple menus before they get back into the game. It's especially annoying when there is nothing to upgrade and the player is forced to spam-click through menus and animations before he can play again.

It is also an issue that playing with other characters makes this even slower as the player has to repeatedly choose the non-Apolonia character over and over again after each run. The game should remember which character the player has chosen.

Hmm, so it seems that trivializes the game. It's a bit unfortunate it's such a feast or famine title.

Did you clear Blood mainly using Blood units or did you use the Wizard + Spark gimmick?

I wonder if the developer could comment whether he's completed the King difficulty with King of Blood and what's his win percentage because I genuinely don't believe you can even hope to complete the level in 99% of cases.

Unfortunately, the game doesn't really seem to be balanced too well.

It's a great execution on the horde mode genre.

Few points of feedback.


  • So far, the elements don't really have any crucial differences. Cold has high range aoe, ranged attacks, low range aoe. Lightning has high range aoe, low range aoe and so on.

    I'd like to see larger pros and cons for picking a particular element over another.

    Same with the additional effects each element provides. Ignite, Bleed and Shock are essentially the same effect in a different costume.
  • Some of the gameplay elements could use cleaning up. At one point it becomes nigh impossible to differentiate between projectiles, xp orbs, player's abilities and enemies. Perhaps stronger color-coding could be used to improve this.
  • More abilities. So far there aren't that many different skills and those that are here, as mentioned before, are very similar to each other. More variety. Perhaps using the carving system, one could add/remove various effects from skills themselves. For instance, place fiery rune on cursor, but it explodes after 3 seconds and so on.

Overall, this is a great start. Keep at it!