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Raziaroc

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A member registered Oct 29, 2019 · View creator page →

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Hey!

Thank you for the kind words :)

For now I have decided to make levels work in this way for balancing and rythm purposes, but I will definitely experiment with other systems (no enemy despawn, XP drops on enemy kill) and see what works best for the final version. If nothing else, I'm working on an endless mode with a leaderboard, which works with an XP system.

Both issues where due to rounding in the texts. dmg txt was rounded down for some reason, so if you dealt 1.9 bleed dmg it would show 1. 

AS calculation is that it gets closer and closer to the cap, that is basically the animation speed of an attack (around 0.2s). So you can't go over 5 APS, and the closer you get the less the stat is impactful. I rounded the number in the stat sheet a little more so that it's less confusing.

Glad you enjoyed it and took the time to try out new builds :)

Yes, the game is not entirely skill-based, it's partly a stat check with some runs being more lucky than others, and that is by design, I'll keep it this way for now (I plan to have 4 difficulties + endless mode tho).

Actually there is saving (settings, coins, shop upgrades), unfortunately it is tricky on itch io to keep saves between different web builds. The desktop version doesn't have this issue. So whenever I upload a new web build, all saved parameters go back to default. I actually made some modifications on the ox boss and piercing sword behavior before your comment but I'm not updating too often to not reset the save states haha.

Attack speed is rounded on the stat sheet, and makes less of a difference the more you take it, so that's why you might have felt that, but I'll check it out. Bleed and lucky should work fine but I'll take a look at it.

I will definitely add a bestiary + found upgrades collection at some point. And yes, the bosses require a lot damage to projectiles, so that it requires a lot of investment/compromises to trivialize them.

Thank you for your feedback :)

I don't mind the upgrade "procs" being a bit hidden, it makes it fun and surprising to discover them, it gets easier to get them with the bottom shop upgrades. I do agree that the damage to projectiles behavior, wording and color code is a bit confusing tho.

I'm sorry you had performance issues, I have no idea how to replicate or fix it, in my experience even on a very low end PC it should run fine :/

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Hey, thank you for you detailed feeback!

There is actually a way in the game to make blood explosions trigger on every kill, just have to invest enough in it ;).

All projectiles can be destroyed/parried by investing enough in the "damage to projectile" stat. I agree it can feel like an annoying compromise to boost this stat compared to others.

Totally agree about all the telegraphing, the white flashing is basically a placeholder until I work onspecific telegraphing for each attack.

I'm surprised about the performance issue though, I haven't tested the game on a wide variety of setup/browsers, but the game should be smooth and fluid even with thousands of projectiles on the screen. Mind telling me the setup you're using (if it's unusual)? Also are the performance issues during the whole game or when there's many enemies/projectiles?

Hey,

Thank you for the great constructive feedback! All your points are  relevant and I agree with most of your suggestions, they will help me balance the game.

Coins right now are indeed quite spare, especially in early levels.  The goal is that the first tier of shop upgrades is easily accessible, while the other tiers are hard to obtain unless you stack the rare upgrade that drops more coins, if you feel like your character is strong enough. Giving bonus coins based on the level achieved is something I will try.

Running in one direction or running in circles is something I'm trying to avoid with the spawn system, I'll try to think up good ways to avoid that player behavior while still keeping an infinite map.

Right now some builds work with staying in melee range, but I agree the range is low and the "ranged build" feels much safer. I plan to add sword range upgrades, just need to do the art for it (I don't want to scale pixels).

I've noticed the same issue about projectiles, initially the gameplay was very focused on projectiles and parrying and I have a few ideas in mind to solve the problem you talk about.

Good idea about the bleed stacks. Right now I don't mind too much that it isn't capped on normal enemies, since it's one of multiple paths to get enough damage to deal with late game enemies. It's capped at 1%boss HP per tick.

About contact damage, there already is a limit, but I agree it sometimes feels too punishing and fast, I'm iterating on ways to change that.

Buying the whole shop will definitely make you OP for this version of the game, but might allow you to test out builds and hidden upgrades. Also, the second boss is stil waiting for you ;).