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newdll

9
Posts
A member registered Dec 11, 2023

Recent community posts

Great innovation on roguelike elements! Real quick, it would be nice if the spiders instantly died when all damaging entities were dead

Post Script: I forget to mention this, on your first point: I was referring to how good the sprites look, not the image quality. The colors just aren't as dynamic as the rest of the game, but still as high quality if not more than most games with 8x8 characters

Thanks for the response! To your first point, AotMK is to RotMG what apex legends is to call of duty. The same general mechanics, but more refined and less content (I'm not sure if you've played either of those games). I play RotMG 10+ hours a week and it still took me a minute to realize this was a fangame. This game feels less like a copy of RotMG and more like a RotMG spinoff.

To your last point, I meant practicer as more of a compliment. This game's unique identity makes it feel less like you're practicing realm and more like you are practicing bullet hell in general. Thanks for the response and happy developing!

Hello! A little bit of feedback;  generally extra emojis are used to attract younger audiences, and are generally used for lower effort software such as Roblox, which makes me hesitant to play. Happy developing!

Not sure if this is still in development, but I have a few comments:
-Graphics are excellent, though the player sprites seem to be much lower quality than the floor and attacks, why is that?
-I've been looking for a game to practice hard RotMG bosses, and this is perfect. I love how on the nose some of the references are (like calling it AofMK) and I love the integration of various difficult phases in Realm. 
-Some difficulty settings would be nice; If I turn I-frames off I could practice more effectively
-Which difficulty corresponds with which boss/ phase? Is Madness the correct difficulty to be practicing celestial? Is Hard the correct difficulty to be practicing the spinny phase that I don't know the name of?
Thank you!

It should automatically target the nearest enemy until they die. You can click on enemies to manual target them

Sure. The mechanic of accuracy is the percentage chance you will hit your target and deal 1x damage (not literally, but it works similarly to that I would assume).  If the bonfire got good enough aim, it might be able to hit the enemies just right to deal maximal damage (or hit them just right to ignore armor, like real life). This mechanic would allow accuracy to go beyond 100. Another option would be to get rid of the critical chance silver/ gold upgrade and just make the crit chance based on accuracy.

Since this isn't a very good thing to have for most synergies, perhaps you could add a purple effect upgrade that gives you a chance to skip cooldown on the next shot if you get a precise strike (so you fire your next shot immediately after a precise hit lands) Something like:

Chance of 50% to skip fire cooldown on precise strike

Of course, this would still have a tick cooldown so the game doesn't crash, and the chance of this happening could not be increased to keep it from looping, but precise strike chance could get up to 100%, or 1000% accuracy.

PS: Floating point glitch on Statik Energy proc % after a few upgrades

Suggestion: The aim mechanic seems pointless since you can get it about as good as it can get in about 10 rounds and it seems necessary to progress; it would be nice if aim over 100% increased crit chance.

Since there is already a crit mechanic, this could either work with that mechanic or it could be called Precise Strike or something like that

I love this game, excited to see where it goes. I'm curious whether you are the only dev, because if so, wow. 10/10