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maxy3702

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A member registered Sep 27, 2021 · View creator page →

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Glad to see a fellow Vampire Survivors enjoyer lol, I can see we had some similar ideas for our games :]

I've had some other people tell me the same thing about the levelup menu, I'll probably make it come up a little slower so it's not as easy to click one accidentally. Also, in regards to the movespeed upgrades, it was working but the amount it increased by was so small that the result wasn't noticeable. I buffed it substantially in more recent versions so it should be a better levelup investment now lol.

Thanks for playing & thanks for the feedback! :)

I'm really happy to hear so much positive feedback and I'm glad you enjoyed it :)

Sorry about that bug in the first level, it was super annoying but I solved it in the end. I'm still not sure what caused it since I was never able to reproduce it in the Unity editor (weird!) but I implemented a different system for counting enemies and it works much better.

You're certainly right about the cards... I'm hoping to do a little overhaul of the UI and inventory system soon so I'll definitely be looking into ways to make the 

Auto-attacking is definitely something I'll consider implementing - I was originally thinking of having gameplay elements that would incentivize not attacking for periods of time (like a perk that makes you build up damage by not attacking for a while, etc.) but as it is there isn't really a reason to let go of left click.

I'll also be looking into adding more ability cards, since I do think they have the potential to spice things up. There is also a system almost fully implemented for modifier cards (you'd attach them to your equipped cards to add extra damage or special effects and stuff) so once / if that gets implemented, it should hopefully add another dimension to the gameplay as well.

Thanks for the feedback, and thanks for playing!

I'm glad people are picking up on the Vampire Survivors inspiration.  I did originally want to have a wider selection of cards and unlockables and such but I really ended up scrambling with the time constraints, so perhaps I'll end up adding those later.

You're definitely right about the UI. The first version of the UI that I had started with started to feel natural since I was using it every time I tested the game, but in retrospect it is definitely quite clunky and unintuitive. I plan to do a UI overhaul at some point in the future and I will definitely be looking into implementing your suggestions :)

You're also right about the abilities... I'll definitely be  looking at buffing them soon, since the original idea was that they would be on par with weapons in terms of usefulness. I originally intended there to be enemies with different attack patterns so that health and armor would be more valuable stats, but I guess they ended up not being too necessary in the final version.

Anyway, thanks for playing, and thanks so much for the feedback :)

(1 edit)

Thanks for playing! I do plan to add tooltips and such in an update soon but I've updated the game description to be clearer about the controls in general.

There is a single music track that loops consistently throughout the game - it's worked whenever I or any of my friends have tested it :[ Are you perhaps using the Mac version? I don't have a Mac so I haven't been able to test that, although it should be the same as the Windows version.

You're certainly right about the gameplay being repetitive... This game was quite inspired by a game called Vampire Survivors which has a similar concept but is executed a lot more smoothly and is faster paced. I do recommend since it really does the concept justice. This game has been quite the learning experience in that regard... The active ability cards were an attempt to spice the gameplay up but it does seem like they need a buff. And if you found the first level to be long... a full playthrough through all the levels takes about 60 minutes, eheheh. Although I like to think it gets more exciting beyond the first level once your cards get stronger and such.

Also, I double checked and it turns out that the movement speed stat upgrade does work, it was just such a tiny amount that the results weren't really visible. I gave it a pretty substantial buff and it seems to be a noticeable change now.

That bug with enemies being left over was super frustrating as I couldn't reproduce it in the Unity editor, but I've since solved it - the latest version should be fully playable.

Thanks for the feedback! :)

Thanks for bringing that to my attention, it should be fixed in the version I just uploaded (v1.05) :)

Thanks for letting me know! I just uploaded version 1.05 in which that bug is fixed (hopefully for good!) and some of the weaker weapons were buffed. Thanks for playing :]

Thanks so much for playing!! The fact that it said there were enemies left when no enemies were spawning was indeed a bug - sorry! It should be fixed in the latest version (1.04), so if you feel like trying it again you should be able to experience the rest of the game - the first level is only the beginning!)