god of war prequel?
Merlok_3_0
Creator of
Recent community posts
good game, but leveling up and healing systems do not work: at the start you're barely holding up, but every kill grants you a level up, which restores all hp. Once you reach the maximum level, you get a fixed amount of hp per every kill, which is not enough to refill all of the health. Since the environment suddenly changed, player doesn't know what tactic to choose and the game becomes too hard.
Could you, please, fix your progress curve?
Could you please remove the rent guy(or just create a mode in which there's none of him)? I just really like to farm money and feel progress by an increasing amount of complexity: water this, plant that, buy this, lose that. At least you could make all the interactions cost money and be optional, instead of them being random and punishing the player for something they couldn't have foreseen.
I didn't like the fact that I must play exactly as intended, otherwise would die. Every time I play a room I can just die no matter the tactic. The only thing that matters is my card loadout, that is filled randomly. I would really like for the cards to shuffle in a way, so that there will always be a way to clear the room, and the only thing that will be punished is my choice of what resource/action I have picked(activated, not bought).
Also, just a nitpick, but could you change the yellow resource to something else or explain its value? Because now it looks like the character is so greedy, they can't get out of the collapsing cave because they still want some gold.
Other than that, the game is really good. I was flown away with the addictiveness of this gameplay(but unfair punishments pulled me out)
Hello, my Russian comrade. How would you upgrade in this game? no matter what I press slimes stay the same, though in the description of the game there's "collect apples and water to survive and improve your squad".
I really liked the ability to modify the arrangement of my companions, but I can't remove them from my squad! Every time I find a healer and want to add him to my gang, I have to kill everyone in my team, so that there's space for him. Maybe there's button for that, but I couldn't find it.
thanks for taking my feedback into consideration, but after replaying this game in search for more content, me and my friend(We still couldn't finish the game) found some bugs(some new and some old ones)
- camera mode still isn't controllable and current one makes multiplayer uncomfortable, since one's movement can make other's view smaller
- fishing NPC still doesn't work
- we didn't get how luck flowers work: we have bought a ton for 200, but didn't feel any difference
- when getting into a secret room, you can land directly onto enemies: that deals unfair damage
- every run feels the same: we had to go through same-looking rooms every time we died. This game is a roguelike, like Isaac, but Isaac's "same rooms" works because every run in that game gave to a player a unique loadout, but in this game powerup amount and their powers can't give the same feel of uniqueness in each run.
- we didn't get what sixth trophy does: it says that "any fish caught in dungeon can now be found at home", what's the difference between this and the way it was before?
but these new updates did bring some interesting things:
- Tower defence boss is now finally balanced
- new upgrades bring some new dynamic into the game
- new magic weapons NPC gives a new type of weapon. We hope he's going to sell a lot of these weapons
It is obvious that this game is still alive and kicking, so we really want this game to be as perfect as it may ever be(even though some of our feedback may sound too nitpicky). We wish you good luck and not to burn out on this amazing game.
an actually good cooperative roguelite. It's fun to go through the dungeon and fishing is not just an infinite source of resources. The only problems are:
1. water NPC doesn't stop found fish to be caught in an S tier (even though he asked money to do so).
2. the dungeon is the same no matter your progress. you will meet a level 1 boss in every run like in the binding of Isaak, except that in this game there are quests for exactly the last level. I guess it's for the feel of progress, like, to feel an increase in damage power for every new weapon, but a lack of skipping levels makes gameplay feel too repetitive.
3. tower defense boss is too easy compared to the levels before.
4. you don't get items for the quest, if you haven't already activated it before, which forces you to die after every boss to ask for a new quest.
5. lego games-like duo camera sometimes obstructs view. and there isn't at least an option to switch the split screen style to neither vertical, nor horizontal.
And also, maybe we just didn't get far enough, but is there any content after tree boss? Nobody gave us any new quests and aimlessly farming money for upgrades with weapons not upgraded for new enemies doesn't feel very productive.
Good game, but too short(two days of gameplay)
I didn't really like the limit to enemy types on islands and the lack of open space: When the goal item changed, I had to remove every conveyor and assembler to fit a new assembling recipe. Which is basically EVERYTHING. Also the framerate dropped every time I zoomed out, but everything else is pretty good.
I was playing with a friend, and we expected for this to be a puzzle game, so this was surprising and unpredictable to us, that the fourth level was with time limit. What was the designer's idea, that made that level time-limited? Time pressure to think fast? But you have infinite amount of lives, so this feels more like "oh, I've gotta check that place for clues one more time, 'cause the game doesn't let me have enough time to check it fully"