Fun game. I found it a bit too easy however. Beat the dragon on 1st try without even knowing what most of the items do and how enemies act. Unlocked everything including the negative max hp. Beat the game using only negative max hp modifier to start on 1 heart. Pic of proof:
Wish there was just 1 more level to ramp up the difficulty past the dragon. Also wish there was more items that have a trade off like the tiger tail. Like doing half dmg but shooting faster or shooting with a bigger spread.
All in all the game is a lot of fun. Hope it gets more content. I can see myself spending a good 10-20h on this if there was just more levels or unlocks.
Not sure if this was intended, but I found a rather OP playstyle that 1 hits the dragon. Basically just farm for golden hearts and buy a ton of items (mainly attack speed) and just instantly kills the final boss. Game was pretty fun tho :)
I was sure that was intended since it's not that easy to get. You need midas pretty early on to stack up enough gold to have for re-rolls. The whole fun of rogue-likes is finding these broken combinations and being able to finally get a good run with them.
The best combo would be getting midas and the burger early on, since the burger gives back gold heart meaning 2 gold so everything that cost 3 gold is now 1 gold each and boots are basically free. Spamming boots will stack up the damage of the shopkeeper dagger too so its extra damage.
Combine it with the bat fang charm and it's absurd, I killed the dragon in about a second, just buy only boots, mugs, and swords after you have the set up stuff and take the extra shots with the spellbook
Okay I made another small update. Hopefully it addresses the slime bug for good. I also added a hearts curse (for those who want more of a challenge while playing) and a sneaker relic for dashing.
I really enjoyed it! Controls & mechanics felt very intuitive, but then again I am familiar with roguelikes and have played a fair bit of Vampire Survivor. It was cool that some upgrades carried over between runs. I never managed to make it past the dino, though that was mostly bc I always got stuck in a room before I could collect enough 'permanent' upgrades to be boosted enough haha. For my skill level, the game definitively felt balanced. My favorite enemies were the slimes (bc of how they split up and can really overwhelm you if you aren't careful) and the fancy man spider (mostly bc of his design). :)
I like the auto attacks, but I wish there was some more strategy/complexity to the attack/movement relationship. Things like e.g. the attack rate increasing when you stand still, so there's an incentive for minimal movement, or adding different attack types that require different movement patterns/have different ranges. Idk if these examples specifically would be good ideas, I'm just throwing out suggestions. Or you could introduce upgrades that completely change the way attacks work (e.g. they become AoE instead, or have shorter/longer ranges, etc.) so there's some more variety. I understand it's a demo, and that this would involve a lot of balancing, but some wild cards beyond simple +attack +speed would surely be fun.
I would also like to be able to attack bats while they are flying above obstacles, I found that a bit frustrating. If you wanted to introduce an enemy type that sort of 'ambushes' you by mostly moving in obstacles / walls, e.g. something like a ghost, that would of course be fun. But I just expected to be able to hit a flying bat right next to me.
The slime bug seems to still be there (I played the web version today), since I got stuck in a room with a slime outside the wall (see screenshot). Another time I got stuck in a room AGAIN, but this time I couldn't see any enemies at all. It might've still been an off-screen slime, since there were slime enemies in that room.
Overall this was a very fun game and I like where it is going!
Also an off-topic comment, but: I bought Endhall a couple months ago, and I still play through it every other week or so when I need a break from work. It's one of my favorite 'short' games. :)
loved the game. sometimes felt like the game needed a 2nd button so that i can do something else other that just moving while fighting the enemies XD. But sometimes there are just so many things to worry about that you are happy with just moving XD
Thanks for playing and for the great feedback! I have already started working on some ways to make the movement more interesting! I should have an update with the changes by the end of next week.
What a fun demo! I liked the clear indication of where enemies were going to spawn and land. Making the slimes random(?)ly land around the screen after they split made the slime room much more interesting than if they had just split in place. The different powerups made me actually think about what I wanted to purchase. Lastly, this was very colourblind-friendly, thank you for that.
It’s great. My least favorite part was that I had to stop playing so soon! You’ve got something special on your hands and I am very much looking forward to the Kickstarter!
You guys should all read Ben’s book, Production Point, by the way. He’s running a podcast to follow the process outlined in that book while making this very game. The process clearly works!
I made i two times to the baby dragon boss, but after beating it nothing happens. I'm stuck in the room. In the second run I had the last blob land outside the room, maybe thats the problem!?
Hey! Thanks for playing the game. You reached the end of the demo, but it should show a victory screen. I apologize for the bug with the slimes. I'm actually uploading a fix now that should address it.
I like the art and the balancing is already very good. At no point I thought the game was unfair. The monsters are also cool. Bellow are some suggestions for the demo. Some points may be not so important for you at this special point of development (or at all). So take what's useful for you :-)
- You should add some kind of animation to the main menu. At my first start I thought the game did freeze, because i couldn't click on "Start Game". Maybe an animated frame for the selected menu-point!?
- Replace the "g" in the shop with the gold-sprite. At first I didn't understand what the "3 gram" beneath the item could mean ;-D
- A hover animation for the shop-items would be nice. Otherwise there's no movement in the shop and this feels a bit weird.
- You should pick a different font. One that fits better for pixel art games.
- After "Set Fullscreen" the keyboard-input does not work. You have to click on the screen to get the focus back on the game window. Does not happen every time. But maybe it's "just" a browser problem, not a Godot problem...
- I don't like Midas Charm. It's cool that I get extra gold, but to get no more hearts/health from this point on (as far as I know) is hard. I would rethink this - however, I don't have a better solution at the moment :-)
- The dungeon stairs should only be accesible from the right side (as you would expect because of the sprite)
- There should be a way to get back from "Essence Upgrades" to the main menu. Just to have a "correct" main menu.
- The symbol for a spawning monster is a call sign in a circle. I would replace this symbol, because it does not fit into the world. Maybe pick something like the symbol of bowsers face.
- this one is very nitpicky: pushing hearts, you can't pick up (health bar full) does not feel "good". I suppose this is because of a circle-collision shape. Maybe you should not be able to push them at all!?
However, I like your book, like your YT content and the podcast is a great idea. Thank you for your work Ben!
Cool game, very impressive for a prototype. It plays smoothly and the art already has a lot of personality despite the game being in an early stage of development.
My only real criticism is to do with having different camera perspectives for various assets in the game. Some of them are top down like the blocks, some are almost side on like the player character and some are half way in between which overall can be somewhat visually confusing.
I'm not entirely sure what the exact solution is and you're clearly a much better artist than I'll ever be anyway, so I'll just suggest looking at games like The Legend of Zelda: Minish Cap approach it and leave it at that.
FYI (may be something with Godot 4.0 itself) but on Firefox it instantly crashes the browser after finished loading. Will play on a chromium based one.
Oh, just noticed on the description it won't work on MacOS :(
I've also been listening to the podcast and was curious to play the game. I expected it to be in a cruder state, but I was surprised to see it is already a pretty solid game. Congratulations! It took me 3 tries to finish and I think the difficulty is pretty fair.
I have been listening to you devlog podcast, and was excited to try this demo. I think you have a very good thing going here (he said after playing through the entire thing 6 times).
I really like the progression system. Having plain upgrades (ex: more damage), risky upgrades (more damage, less health) and long term upgrades (+0.1 damage per buy or something:PP) makes each decision just a little more engaging.
Furthermore, the art-style is cute, movement feels fluid, enemies are varied and funny, and I think that your core mechanic (positioning) is very well highlighted.
Which brings me to my next point. You have been talking a lot about the difficulty of the game. Specifically, how some of the feedback has led you to think that the game is sometime unfair in cornering the player into unescapable situations. From my personal experience, that has not really been the case. Most (99%) of the times I have taken damage (I feel like) it has been my own fault exclusively. That is not to say that I haven't been cornered into unescapable situations. But being in such a situation due to your own positioning is something quite different from being forced into these situations by an unfair game.
I fear that trying to make these situations less frequent would take away from the deeper aspects of the main mechanic, which is to not only position well for the current state of the game, but also thinking one or two steps into the future when finding the optimal position.
That was way longer than anticipated (I know i tend to become very vocal when writing). I hope you understood my main points:PP That being said, I am really looking forward to seeing/listening to the progression of this game. I had a lot of fun playing this demo, and I will definitely buy the game if you keep up the good work;)
Thanks for the feedback! I agree. There is a balance here. I also made some changes on Friday that I think improved the situation from my last podcast episode. I might talk more about my thoughts in the next episode, but I think we are on the same page.
Hey, I love the game and art style! I'm usually not a fan of roguelikes (besides Hades), but I found the simplicity and not-too-difficult gameplay creating a fun experience.
On another topic, I was wondering if I could compose the music for your game because it looks like a project I would have much fun making the music for!
Thanks, and I look forward to seeing this game evolve over time!
General feedback incoming, but first a screenshot:
Edit:
I played for like 45 minutes:
The biggest issue is the slimes going outside the room, I’m sure you’ve seen that. Some thoughts in no order:
The combination of Isaac + Hades + Brotato (or any of the other Bullet Heaven games) feels really good! Nice enemy variety too, even if the slimes are plentiful lol
The wizard looks like Ralsei from Deltarune, also a plus
Some of the upgrades are 😬 Coffee makes you do so much more dps than the 0.5% damage upgrade.
Item descriptions could be obfuscated a little, instead of saying 3% chance to drop heart, say chance to drop and allow some balancing behind the scenes. I know in Isaac harder enemies have a higher chance of dropping a heart, that might work here too
The dragon boss was fun!
Overall I enjoyed it! I haven’t done a Kickstarter in a while, but I signed up for yours 👍️
A very fun game! however, when slimes dupelicate (usually when in large numbers), some occasionally end up in or past the walls. Maybe some slime-redploy aim bot? lol either way, great job!
As someone who doesn't play roguelite/roguelike games, I had a blast with it! (and I beat it in the first run, so it is probably too easy for veterans of the genre). I also love the art style, but I was a little bit confused by the discrepancy between the perspective in which the environment is drawn (top down) and the one in which the characters are drawn - especially the wizard seems to be a character from a platformer. Good luck with further development!
Love the art style, the simplicity, and the juice! This is a game that's easy to pickup and get right into. Most importantly it brought a smile to my cold dead face 😊
Feedback:
- Pause button would be nice (playing at work lol)
- Dash/Roll/Shield mechanic would help when you get cornered
- I also experienced the golden heart bug (would give me 0 health)
I agree. A pause is a must. I apologize that it isn't in yet.
A dash mechanic is on the forefront of my radar right now.
The golden heart issue isn't actually a bug. It's an issue with player expectations/my communication unfortunately. Golden hearts don't give health, they give gold instead. This is stated in the description for the midas charm but unfortunately, it's too easy to misinterpret so I need to find a way to fix that.
Of course! Just started playing Endhall again, and wanted to give this a shot too. On the Golden Heart thing, I read some of the feedback before getting further into the game, so in my mind I was already looking for this "bug" that wasn't there, so probably just user error lol
Yeah, it could be you were primed some. However, I think there is more I could do to make it clear as a designer. I've had at least 4 other people who expected the golden hearts to give them 2 health, so something about the way I'm presenting it isn't working well.
Great job, will definitely be keeping an eye on this. I've also been really enjoying the podcast. Keep up the great work :)
One suggestion would be having more frequent chances to get upgrades (perhaps have them be less impactful, not sure how to balance it). I found the first few rooms until I got to a shop to be a little same-y, and it would be nice to have a bit more progression between each encounter.
Oddly enough, no. The console didn't spit out any errors either. I disabled all extensions as well. What's strange is that I was able to run any other godot games within browser.
Ward unlock screen can have a bit more love: - When a first tier ward is highlighted, if I go down it shows the price for the last tier for the next row. I would expect it to show the same tier or the earliest one. - The cost is a bit unreadable at first glance. Maybe add the essence icon next to it? - For each row of a ward, Instead of radio buttons, it can be a progress bar or something in that sense that gives the "upgrading" feeling.
Great demo! I've been listening to your podcast so it was nice to finally see all the things you were talking about :)
While playing I kept wishing for a shield of some sort, or being able to shoot at the fireballs as a form of defense.
I got to the baby dragon boss, and while it's very challenging with the slimes and everything, it felt like the charge attack was too slow and often didn't aim at me at all. If the charge attack is made faster, maybe make it wait until there aren't many fireballs on screen though.
I had a lot of fun playing the demo, great work!
Weird behavior while playing on dualshock 4. (maybe there's no deadzone and one of the analogs is slightly pushed?) This persisted even when I was playing on keyboard with the DS4 plugged in.
The enemies move on the same speed, if not for the slime looks like they're the same enemy with different sprites. (Snake, bat and mini-slime). I don't remeber seeing bats flying above walls.
Maybe give me the info on how much life every enemy have, or if an enemy is near death so I can take better decisions on which enemy I should focus on.
If it was me designing it, I would totally make the hearts fade after a few seconds to create tension. (and maybe create an upgrade do delay it?)
I don't know how i feel about getting overwhelmed on a corner by a bunch of spawned enemies, i like the tension it creates but not having any available actions to get out of that situation is kinda of stressing.
Liked the art and the sound effects. Hope to see it evolving, it surely have potential.
As someone who struggles with having to send sometimes contradictory signals to my hands in a twin-stick shooter (e.g. left hand up, right hand down/left) I have just learned than an auto-battling Binding of Isaac is what I need! Can't play Isaac because I can't do the twin stick thing.
Satisfying feel and weight to everything. I like that as a long time subscriber I can tell you made the hurt noise with your own voice but that may be good or bad from your point of view.
It seems like enemies can get stuck on scenery (trying to move directly toward player "through" a wall and therefore just pressing their face into the wall with no effect) - the slimes seem particularly prone to this, didn't notice it with others but would assume snakes or other non-flying types might have a similar issue if their pathfinding is based on the same principles.
I was able to complete the demo after buying two permanent damage upgrades and one health upgrade although didn't really need the health. Not sure if that is useful to you or not. I think it was five attempts to get there.
Overall I liked it, found it had that "just one more go..." quality to it and like I say an Isaac auto-battler is apparently what I needed to be able to play this sort of game so while some might dislike that, I can tell you there's people who will eat it up.
Great job, it's a fun little game to play. One bug I found was the golden heart upgrade didn't work for me. Picking up golden hearts gave no health increases anymore. The mixing of a high resolution font, with low resolution pixel art was a little jarring at first as well. Maybe worth trying a low res font too to see if it fits the game better.
Seems like a good concept overall though, so good luck with your Kickstarter!
It keeps crashing my browser on MacOS. Chrome and Firefox start loading after clicking 'play' but then the browser crashes. On the latest version of both. Booooo.
Yeah me too. I think MacOS has issues with WebGL content right now because lots of web-based games aren't working for me (I saw this being discussed in some Godot forum somewhere or other). I get the error message "WebGL context lost, please reload the page".
Very good game! I managed to beat it at my first try against the "Baby Draco" boss. Here is my feedback:
What I liked:
The minimalistic art is clean and charming;
The controls are very easy to learn;
Backtracking is good for managing resources such as "extra" hearts on the floor;
The minimap!
The shop system is simple and easy to understand;
The HUD!
Suggestions:
The protagonist could shoot faster from the start;
The protagonist could move faster from the start;
Some enemies could have less hitpoints;
The rooms get crowded really fast along the game, maybe bigger rooms could solve this. Or by having stronger enemies that would require a strategic approach to them (by strong I don't mean more hitpoints to defeat them);
Add music! Also, the sound effects could be smoother;
When a room has traps, maybe reducing the number of enemies in that room would make the gameplay more pleasant and flow better;
The enemies could drop coins! (if they do, that rate could be bigger);
The Baby Draco boss has too much hitpoints; How about reducing it a little bit;
Extra suggestions:
The enemy projectiles could be animated (fireballs) and the player projectiles could leave a trail (subtle trail);
Arrow traps! (not sure if the game already have them). By that I mean some kind of statue or whatever, that shoot arrows at intervals or... when the player steps on a "trap button"!
Still traps such as "lava";
A buddy for the player. How about a following fairy that shoots as well? Not sure if the game already have them;
That's it. Keep it up! The game is looking promising. Cheers!
It is too similar to the Binding of Isaac, except with the auto fire... which took away from the game play. It is a good prototype, and the auto fire would work well on mobile, but not on a console or machine. Is everything 2D on godot or did you use 3D and rendered it as 2D?
Also, the dogs the shot two fire bullets makes it so that they stand and shot, but if you stay right in front they can never get you, I think their logic needs to be tweaked a bit.
I love it! The art direction is really on point here and the mechanic is good. You're really in to something here, Ben! I'd suggest balancing the initial stages to smooth out the game progression. But things are in a good direction here, for real.
You're on to something here, one thought is you might want to add a roll or dodge like in Diablo 4. something you can't spam, but can get out of a pickle once in a while. The limited use turns it into more planning. space bar would be great. The rooms are very small and tight and sometimes there is no escape from a corner and no amount of skill will get you out of it.
I love it! Would balance the upgrades in a different way but I really like the concept! I suggest having more impactful and cheaper upgrades right at the start, to reinforce the sense of progression.
Thanks! Binding of Isaac and Vampire Survivors were the starting points for me! I've also tried to take some inspiration from Scrabdackle, Tulip (by @backYard321 on twitter), and Hades :)
← Return to game
Comments
Log in with itch.io to leave a comment.
Fun game. I found it a bit too easy however. Beat the dragon on 1st try without even knowing what most of the items do and how enemies act. Unlocked everything including the negative max hp. Beat the game using only negative max hp modifier to start on 1 heart. Pic of proof:
Wish there was just 1 more level to ramp up the difficulty past the dragon. Also wish there was more items that have a trade off like the tiger tail. Like doing half dmg but shooting faster or shooting with a bigger spread.
All in all the game is a lot of fun. Hope it gets more content. I can see myself spending a good 10-20h on this if there was just more levels or unlocks.
https://youtu.be/hM174wh3A5k
Not sure if this was intended, but I found a rather OP playstyle that 1 hits the dragon. Basically just farm for golden hearts and buy a ton of items (mainly attack speed) and just instantly kills the final boss. Game was pretty fun tho :)
I was sure that was intended since it's not that easy to get. You need midas pretty early on to stack up enough gold to have for re-rolls. The whole fun of rogue-likes is finding these broken combinations and being able to finally get a good run with them.
The best combo would be getting midas and the burger early on, since the burger gives back gold heart meaning 2 gold so everything that cost 3 gold is now 1 gold each and boots are basically free. Spamming boots will stack up the damage of the shopkeeper dagger too so its extra damage.
Combine it with the bat fang charm and it's absurd, I killed the dragon in about a second, just buy only boots, mugs, and swords after you have the set up stuff and take the extra shots with the spellbook
Okay I made another small update. Hopefully it addresses the slime bug for good. I also added a hearts curse (for those who want more of a challenge while playing) and a sneaker relic for dashing.
I really enjoyed it! Controls & mechanics felt very intuitive, but then again I am familiar with roguelikes and have played a fair bit of Vampire Survivor. It was cool that some upgrades carried over between runs. I never managed to make it past the dino, though that was mostly bc I always got stuck in a room before I could collect enough 'permanent' upgrades to be boosted enough haha. For my skill level, the game definitively felt balanced. My favorite enemies were the slimes (bc of how they split up and can really overwhelm you if you aren't careful) and the fancy man spider (mostly bc of his design). :)
I like the auto attacks, but I wish there was some more strategy/complexity to the attack/movement relationship. Things like e.g. the attack rate increasing when you stand still, so there's an incentive for minimal movement, or adding different attack types that require different movement patterns/have different ranges. Idk if these examples specifically would be good ideas, I'm just throwing out suggestions. Or you could introduce upgrades that completely change the way attacks work (e.g. they become AoE instead, or have shorter/longer ranges, etc.) so there's some more variety. I understand it's a demo, and that this would involve a lot of balancing, but some wild cards beyond simple +attack +speed would surely be fun.
I would also like to be able to attack bats while they are flying above obstacles, I found that a bit frustrating. If you wanted to introduce an enemy type that sort of 'ambushes' you by mostly moving in obstacles / walls, e.g. something like a ghost, that would of course be fun. But I just expected to be able to hit a flying bat right next to me.
The slime bug seems to still be there (I played the web version today), since I got stuck in a room with a slime outside the wall (see screenshot). Another time I got stuck in a room AGAIN, but this time I couldn't see any enemies at all. It might've still been an off-screen slime, since there were slime enemies in that room.
Overall this was a very fun game and I like where it is going!
Also an off-topic comment, but: I bought Endhall a couple months ago, and I still play through it every other week or so when I need a break from work. It's one of my favorite 'short' games. :)
That's really good feedback! Thank you!
loved the game. sometimes felt like the game needed a 2nd button so that i can do something else other that just moving while fighting the enemies XD. But sometimes there are just so many things to worry about that you are happy with just moving XD
youtube.com/watch?v=uvNrW7FmpJY
Thanks for playing and for the great feedback! I have already started working on some ways to make the movement more interesting! I should have an update with the changes by the end of next week.
What a fun demo! I liked the clear indication of where enemies were going to spawn and land. Making the slimes random(?)ly land around the screen after they split made the slime room much more interesting than if they had just split in place. The different powerups made me actually think about what I wanted to purchase. Lastly, this was very colourblind-friendly, thank you for that.
You're welcome! I try to design with colorblindness in mind. Let me know if you notice any places where I can improve.
Thanks so much for playing and leaving feedback!
Burger Charm - give +1 heart on each future shop purchase.
Midas Charm - heart drops turn into gold. Golden heart give +2 gold instead of health.
If you have these 2 charms, every time you purchase item, it will drop a golden heart mean that you will get 2 gold back :)
Yup! It's currently the best build in the game haha. Probably too good but I left it in because it's fun.
It’s great. My least favorite part was that I had to stop playing so soon! You’ve got something special on your hands and I am very much looking forward to the Kickstarter!
You guys should all read Ben’s book, Production Point, by the way. He’s running a podcast to follow the process outlined in that book while making this very game. The process clearly works!
Okay, the slime bug should be fixed now.
Thanks again to everyone who has played so far and left feedback!
[edit] It seems it's only mostly fixed. I'll give it another go today.
Thanks for the fixes 😄 I died the first time I played but I made it through the second time, Really fun!!
I made i two times to the baby dragon boss, but after beating it nothing happens. I'm stuck in the room. In the second run I had the last blob land outside the room, maybe thats the problem!?
Hey! Thanks for playing the game. You reached the end of the demo, but it should show a victory screen. I apologize for the bug with the slimes. I'm actually uploading a fix now that should address it.
The new build is live! Thanks again for the feedback.
didn't work :-(
Edit: my next two runs did show the victory screen.
Darn, from my testing the error is much more rare, but it looks like I haven't solved it completely. I'll look into it. Thanks for letting me know.
I like the art and the balancing is already very good. At no point I thought the game was unfair. The monsters are also cool. Bellow are some suggestions for the demo. Some points may be not so important for you at this special point of development (or at all). So take what's useful for you :-)
- You should add some kind of animation to the main menu. At my first start I thought the game did freeze, because i couldn't click on "Start Game". Maybe an animated frame for the selected menu-point!?
- Replace the "g" in the shop with the gold-sprite. At first I didn't understand what the "3 gram" beneath the item could mean ;-D
- A hover animation for the shop-items would be nice. Otherwise there's no movement in the shop and this feels a bit weird.
- You should pick a different font. One that fits better for pixel art games.
- After "Set Fullscreen" the keyboard-input does not work. You have to click on the screen to get the focus back on the game window. Does not happen every time. But maybe it's "just" a browser problem, not a Godot problem...
- I don't like Midas Charm. It's cool that I get extra gold, but to get no more hearts/health from this point on (as far as I know) is hard. I would rethink this - however, I don't have a better solution at the moment :-)
- The dungeon stairs should only be accesible from the right side (as you would expect because of the sprite)
- There should be a way to get back from "Essence Upgrades" to the main menu. Just to have a "correct" main menu.
- The symbol for a spawning monster is a call sign in a circle. I would replace this symbol, because it does not fit into the world. Maybe pick something like the symbol of bowsers face.
- this one is very nitpicky: pushing hearts, you can't pick up (health bar full) does not feel "good". I suppose this is because of a circle-collision shape. Maybe you should not be able to push them at all!?
However, I like your book, like your YT content and the podcast is a great idea. Thank you for your work Ben!
Thanks for all the feedback that is super helpful!
Cool game, very impressive for a prototype. It plays smoothly and the art already has a lot of personality despite the game being in an early stage of development.
My only real criticism is to do with having different camera perspectives for various assets in the game. Some of them are top down like the blocks, some are almost side on like the player character and some are half way in between which overall can be somewhat visually confusing.
I'm not entirely sure what the exact solution is and you're clearly a much better artist than I'll ever be anyway, so I'll just suggest looking at games like The Legend of Zelda: Minish Cap approach it and leave it at that.
Good luck with further development!
I recorded myself playing it! I really enjoyed the game overall hope this is helpful! https://clipchamp.com/watch/9c4MvQNCJZa
Thank you!!!
I just finished watching and it was super helpful! Thanks for taking the time to recording it.
Your welcome glad to help!
Found a bug in this room in which the doors don't unlock after beating all the enemies.
That’s usually because an enemy has gone outside the room. Apparently it’s fixed now!
Sick! Gonna go for another run then
FYI (may be something with Godot 4.0 itself) but on Firefox it instantly crashes the browser after finished loading. Will play on a chromium based one.
Oh, just noticed on the description it won't work on MacOS :(
I've also been listening to the podcast and was curious to play the game. I expected it to be in a cruder state, but I was surprised to see it is already a pretty solid game. Congratulations! It took me 3 tries to finish and I think the difficulty is pretty fair.
Slimes keep getting stuck behind walls =(
I apologize :(! I tried a fix yesterday, but it didn't fix it completely. I'll try to address the issue again on Monday.
Hey, Ben!
I have been listening to you devlog podcast, and was excited to try this demo. I think you have a very good thing going here (he said after playing through the entire thing 6 times).
I really like the progression system. Having plain upgrades (ex: more damage), risky upgrades (more damage, less health) and long term upgrades (+0.1 damage per buy or something:PP) makes each decision just a little more engaging.
Furthermore, the art-style is cute, movement feels fluid, enemies are varied and funny, and I think that your core mechanic (positioning) is very well highlighted.
Which brings me to my next point. You have been talking a lot about the difficulty of the game. Specifically, how some of the feedback has led you to think that the game is sometime unfair in cornering the player into unescapable situations. From my personal experience, that has not really been the case. Most (99%) of the times I have taken damage (I feel like) it has been my own fault exclusively. That is not to say that I haven't been cornered into unescapable situations. But being in such a situation due to your own positioning is something quite different from being forced into these situations by an unfair game.
I fear that trying to make these situations less frequent would take away from the deeper aspects of the main mechanic, which is to not only position well for the current state of the game, but also thinking one or two steps into the future when finding the optimal position.
That was way longer than anticipated (I know i tend to become very vocal when writing). I hope you understood my main points:PP That being said, I am really looking forward to seeing/listening to the progression of this game. I had a lot of fun playing this demo, and I will definitely buy the game if you keep up the good work;)
Thanks for the feedback! I agree. There is a balance here. I also made some changes on Friday that I think improved the situation from my last podcast episode. I might talk more about my thoughts in the next episode, but I think we are on the same page.
Hey, I love the game and art style! I'm usually not a fan of roguelikes (besides Hades), but I found the simplicity and not-too-difficult gameplay creating a fun experience.
On another topic, I was wondering if I could compose the music for your game because it looks like a project I would have much fun making the music for!
Thanks, and I look forward to seeing this game evolve over time!
General feedback incoming, but first a screenshot:
Edit: I played for like 45 minutes:
The biggest issue is the slimes going outside the room, I’m sure you’ve seen that. Some thoughts in no order:
Overall I enjoyed it! I haven’t done a Kickstarter in a while, but I signed up for yours 👍️
A very fun game! however, when slimes dupelicate (usually when in large numbers), some occasionally end up in or past the walls. Maybe some slime-redploy aim bot? lol either way, great job!
Hey! Thanks. I actually attempted to fix this an made it worse. I'm working on it now and I apologize for the bug.
Okay I've pushed another fix. I can't promise it's completely solved yet but hopefully it happens less often now.
As someone who doesn't play roguelite/roguelike games, I had a blast with it! (and I beat it in the first run, so it is probably too easy for veterans of the genre). I also love the art style, but I was a little bit confused by the discrepancy between the perspective in which the environment is drawn (top down) and the one in which the characters are drawn - especially the wizard seems to be a character from a platformer. Good luck with further development!
Love the art style, the simplicity, and the juice! This is a game that's easy to pickup and get right into. Most importantly it brought a smile to my cold dead face 😊
Feedback:
- Pause button would be nice (playing at work lol)
- Dash/Roll/Shield mechanic would help when you get cornered
- I also experienced the golden heart bug (would give me 0 health)
Thanks for playing and for the feedback!
I agree. A pause is a must. I apologize that it isn't in yet.
A dash mechanic is on the forefront of my radar right now.
The golden heart issue isn't actually a bug. It's an issue with player expectations/my communication unfortunately. Golden hearts don't give health, they give gold instead. This is stated in the description for the midas charm but unfortunately, it's too easy to misinterpret so I need to find a way to fix that.
Ben
Of course! Just started playing Endhall again, and wanted to give this a shot too.
On the Golden Heart thing, I read some of the feedback before getting further into the game,
so in my mind I was already looking for this "bug" that wasn't there, so probably just user error lol
Yeah, it could be you were primed some. However, I think there is more I could do to make it clear as a designer. I've had at least 4 other people who expected the golden hearts to give them 2 health, so something about the way I'm presenting it isn't working well.
Thanks everyone for all the feedback so far! It's been super helpful. I'm working on a patch to try and address some of the more immediate issues.
Great job, will definitely be keeping an eye on this. I've also been really enjoying the podcast. Keep up the great work :)
One suggestion would be having more frequent chances to get upgrades (perhaps have them be less impactful, not sure how to balance it). I found the first few rooms until I got to a shop to be a little same-y, and it would be nice to have a bit more progression between each encounter.
Thanks for the feedback!
Is there a downloadable version? I'm not able to run this on my browser (Windows 11, Firefox) for some reason.
Hey! Sorry, no downloadable version yet. That may be an option a bit later, though. Did you get any error messages when you tried the HTML5 version?
Oddly enough, no. The console didn't spit out any errors either. I disabled all extensions as well. What's strange is that I was able to run any other godot games within browser.
Maybe check your privacy settings? I use Firefox as well, and sometimes my privacy settings are too "strict" for things like videos and games to run.
Well done!
Nice prototype, addictive gameplay. Kudos!
Ward unlock screen can have a bit more love:
- When a first tier ward is highlighted, if I go down it shows the price for the last tier for the next row. I would expect it to show the same tier or the earliest one.
- The cost is a bit unreadable at first glance. Maybe add the essence icon next to it?
- For each row of a ward, Instead of radio buttons, it can be a progress bar or something in that sense that gives the "upgrading" feeling.
Great demo! I've been listening to your podcast so it was nice to finally see all the things you were talking about :)
While playing I kept wishing for a shield of some sort, or being able to shoot at the fireballs as a form of defense.
I got to the baby dragon boss, and while it's very challenging with the slimes and everything, it felt like the charge attack was too slow and often didn't aim at me at all. If the charge attack is made faster, maybe make it wait until there aren't many fireballs on screen though. I had a lot of fun playing the demo, great work!
Weird behavior while playing on dualshock 4. (maybe there's no deadzone and one of the analogs is slightly pushed?) This persisted even when I was playing on keyboard with the DS4 plugged in.
The enemies move on the same speed, if not for the slime looks like they're the same enemy with different sprites. (Snake, bat and mini-slime). I don't remeber seeing bats flying above walls.
Maybe give me the info on how much life every enemy have, or if an enemy is near death so I can take better decisions on which enemy I should focus on.
If it was me designing it, I would totally make the hearts fade after a few seconds to create tension. (and maybe create an upgrade do delay it?)
I don't know how i feel about getting overwhelmed on a corner by a bunch of spawned enemies, i like the tension it creates but not having any available actions to get out of that situation is kinda of stressing.
Liked the art and the sound effects. Hope to see it evolving, it surely have potential.
As someone who struggles with having to send sometimes contradictory signals to my hands in a twin-stick shooter (e.g. left hand up, right hand down/left) I have just learned than an auto-battling Binding of Isaac is what I need! Can't play Isaac because I can't do the twin stick thing.
Satisfying feel and weight to everything. I like that as a long time subscriber I can tell you made the hurt noise with your own voice but that may be good or bad from your point of view.
It seems like enemies can get stuck on scenery (trying to move directly toward player "through" a wall and therefore just pressing their face into the wall with no effect) - the slimes seem particularly prone to this, didn't notice it with others but would assume snakes or other non-flying types might have a similar issue if their pathfinding is based on the same principles.
I was able to complete the demo after buying two permanent damage upgrades and one health upgrade although didn't really need the health. Not sure if that is useful to you or not. I think it was five attempts to get there.
Overall I liked it, found it had that "just one more go..." quality to it and like I say an Isaac auto-battler is apparently what I needed to be able to play this sort of game so while some might dislike that, I can tell you there's people who will eat it up.
Hey Ben!
Great job, it's a fun little game to play. One bug I found was the golden heart upgrade didn't work for me. Picking up golden hearts gave no health increases anymore. The mixing of a high resolution font, with low resolution pixel art was a little jarring at first as well. Maybe worth trying a low res font too to see if it fits the game better.
Seems like a good concept overall though, so good luck with your Kickstarter!
It keeps crashing my browser on MacOS. Chrome and Firefox start loading after clicking 'play' but then the browser crashes. On the latest version of both. Booooo.
Yeah me too. I think MacOS has issues with WebGL content right now because lots of web-based games aren't working for me (I saw this being discussed in some Godot forum somewhere or other). I get the error message "WebGL context lost, please reload the page".
Very good game! I managed to beat it at my first try against the "Baby Draco" boss. Here is my feedback:
What I liked:
Suggestions:
Extra suggestions:
That's it. Keep it up! The game is looking promising. Cheers!
It is too similar to the Binding of Isaac, except with the auto fire... which took away from the game play. It is a good prototype, and the auto fire would work well on mobile, but not on a console or machine. Is everything 2D on godot or did you use 3D and rendered it as 2D?
Also, the dogs the shot two fire bullets makes it so that they stand and shot, but if you stay right in front they can never get you, I think their logic needs to be tweaked a bit.
This is great, Ben! Well done 💪
I love it! The art direction is really on point here and the mechanic is good. You're really in to something here, Ben! I'd suggest balancing the initial stages to smooth out the game progression. But things are in a good direction here, for real.
You're on to something here, one thought is you might want to add a roll or dodge like in Diablo 4. something you can't spam, but can get out of a pickle once in a while. The limited use turns it into more planning. space bar would be great. The rooms are very small and tight and sometimes there is no escape from a corner and no amount of skill will get you out of it.
I love it! Would balance the upgrades in a different way but I really like the concept! I suggest having more impactful and cheaper upgrades right at the start, to reinforce the sense of progression.
This is a great idea ! Reminds me of a blend between Biding Of Isaac and Vampire Survivor ! The art and bosses are cool too ;)
Thanks! Binding of Isaac and Vampire Survivors were the starting points for me! I've also tried to take some inspiration from Scrabdackle, Tulip (by @backYard321 on twitter), and Hades :)