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goldbergers

2
Posts
A member registered Jan 06, 2024

Recent community posts

Cool artstyle and I think there's some potential. But not mazes.

Comments as I was playing:

  • At first I have no idea what the controls are, write a description. 
  • The slime takes 4 hits and I have to back away from it through the corridors constantly because it's all so slow. Backing away sucks.
  • The contact with the enemy when the staff spins is too physical. It's unfun when the physical shape of the staff determines the hit and I only control the first click and the next couple seconds are lost. It needs a feeling of agency. And the precise mouse position determines the side the hit is on.
  • Can hit through walls.
  • Why's he reading a book all the time? Did I miss a mechanic?
  • The game exits entirely when I die.

After just a few tries I got pissed off. Keep at it these issues can be fixed.

(2 edits)

I enjoyed this. Not a big roguelike player but I've played a bit of them. The aesthetic was just right for me and I wanted to check this out after seeing a screenshot in the threads.

Some comments I wrote as I played

  • The damage numbers need an outline so they pop against the background
  • The backpack icon needs to be visually distinct from the spells. Move it somewhere else or make it larger, it shouldn't look like another spell. Acually there's plenty of space at the bottom, have an item hotba r?
  • If a spell isn't ticking down the cooldown when there's no enemies that's ok, but there needs to be a visual indicator on the icon to show if it's ticking down or not. A glow or something.
  • I don't want to reach for esc for inventory, put it on a key near to wasd. Space and E both seem to be wait, put inventory on E.
  • Hopefully I didn't miss it, there should be a way to change direction without moving that costs a turn. Hold shift perhaps.
  • I didn't get far enough to learn what the dollars do, and there's no counter on screen for them, so they feel a little pointless. When I got dollars it felt like I got nothing. Fair enough if there's a missing mechanic.
  • Holding space should keep you waiting for as long as you hold it.
  • Magical girl is an aesthetic-heavy thing, so I'd say make the character sprite match the thing that's being worn.
  • Make it visually obvious and play a sound cue when a door locks!! A locked door isn't the same as a regular door.
  • If I hold a direction against a locked door or against a wall I shouldn't lose a bunch of hunger points.
  • When skimming I got HNG mixed up with HP a bit, consider Stamina or something else as the abbreviation.

I might have a bug  for you, is this a softlock?



I wrote a lot of criticisms but that's because a played for a while, there's some good potential here if things are smoothed out.