Generic concept but has good core mechanics. You have different types of weapon, multiple level and different type of enemies. If the enemies stats could ramp up along with the level progression it would be even better. Gun's damage is too high and you can just spam it with stutter step, sword is quite balance with moderate damage and short range, whip has high damage and wide range but the arching makes it more balance. Good job
ray_tracer
Recent community posts
It has a really good idea of combining Turn-based Combat with Rougelike element. But there are quite a lot of problems like 1) you have to start with a basic weapon and not a piece of cloth that you can only consume and not having a chance to fight back, 2) Line of sight is quite annoying because it doesn't make sense on what hinder your vision and what not, 3) You can't outrun an enemy, so if you have melee weapon then you're screwed, 4) Weapon has durability? why?, 5) If there's no distance between you and your enemy then they can still kill you even if you kill them (i managed to kill 2 shiny and this is how i die?)
The UI took up a lot of spaces. The game is quite unbalance; slow income, slow projectile speed, tankier enemy showed up too fast, etc. The core mechanics like having to equip item and fusing them on the fly makes it unnecessarily harder. The enemies and our character is also so small. Good choice of music though