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Republic
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Pretty fun survivor like, did my playthrough as the witch. decent amount of build variety. Charming art style.
Keep it up!
Couple of issues.
>Gem drop rate seems a bit inconsistent, i would go minutes without any dropping only then for the spawn rate to go nutty. Maybe make every enemy drop a gem and increase the exp threshold to compensate.
>Bug where the description at the bottom would not match the hovered power up box. Power up was health regen and it gave me the description for frost aura. May be worth pointing out that frost aura was in that slot before in the previous menu.
>"random" is misspelled in the thunder power up
>The summoner at the end spawned miles away from me.
I like this a lot.
It seems braindead at first but there's actually a good bit of strategy with swapping characters and causing dice to overflow/underflow.
Classic mode suffers by only having one character(at least in the bit i played maybe you get more later). Game should be balanced around a party as that's where the fun is.
There's a lot of potential when it comes to adding new mechanics. (stuff like elemental dice/status effects,)
Some small things to point out tho:
>When there's dialog i should be able to click anywhere to skip it rather than the go button
>Similar thing with disabling spells, i don't want to have to click the bubble again to exit cast mode, maybe make right click disable it.
>no full screen
>+1 on not knowing what the crystals are I'm presuming they will become useful with more content.
>i think the crt effect is a little bit much. consider adding a slider that changes the intensity.
I'm looking forward seeing this fleshed out more, this is an excellent base.
Far too difficult.
- Weapon damage is very low
- Weapon start up is too high (in comparison to the enemies move speed/attack rate).
- Too many enemies in a room
- Enemies are very tanky
The only strat i found that worked was training the enemies around over the spikes to actually deal damage.
Lean into either slower, higher stake combat with less enemies and maybe add an evade/block (soulslike), or faster paced lower stake combat (boomer shooter).
That being said, the music, main menu and dungeon layout generation are all very good. The art is good but a bit incohesive (expected in an demo).
- Presentation is good, I like the fact you can pick from different colour themes
- Recommended windowed option did not actually fill the whole screen when clicked.
- The game soft locked when going on the first raid, characters just stood in the start room, restarting the game fixed this.
- Too much use of LMB for everything. Consider making RMB the info button and LMB the action button if that makes sense.
- Tutorial seems a bit overwhelming but it is an alpha so that's to be expected.
- I got filtered by the beds. My guys keep bitching about not having a room despite it looking as if they have a room.
The moment to moment gameplay is fun, guns feel nice to use, movement feels solid, art is great (got some of that OG CN vibes)
But I think the structure of the game is a bit wack, as others said there's not enough time to read item descriptions or to pick up items without dying. I don't see why i only have to kill SOME of the enemies in the room to proceed. What i would do is require the player to clear the whole room, this freezes the roof and spawns the item podiums near the hole. This way i don't have to be concerned with picking up items or trying to min max in the midst of the action.