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The new art feels great, sounds are really really loud for me even on 1% volume on my pc though

I wonder how more bright backgrounds/floors would look?

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Thanks for the feedback on audio. I'll make some adjustments there. Glad you like the look of the new art!

I've got another biome mockup done on the steam page (forest). What did you mean by "bright" in this context. Is there any art you could point me to that is similar to what you are thinking.

Thanks again for playing and for the feedback!

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so i pulled a screenshot into microsoft paint for this, so it is not very well made! But heres two examples.

Generally pastel colors could work i think, since most of the mobs, and the player, are pretty high contrast. And then i Don't know if you would have to redo the way outlines work on your characters or not, but here i just made the inside of the hat stay dark for the mc. : )

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the complete change in visual style is sort of jarring. not complaining too much though it is cool to see.

Yeah, it was a drastic change. I can see how it's going to be jarring at first.

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This new version is so much better that it's ridiculous. Well done!

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beat it 10 times

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Very fun! I beat it 5 or 6 times :)

It would make a great phone game, if you expanded it just a bit!

If you do add more content, I would like to see:

  1. Another bat that would dash in one direction.
  2. A bat boss that would summon bats.
  3. An enemy wizard that shoots back at you.
  4. More rooms!

Thank you!

(1 edit)

too easy i even used the monster buffer, i think  2 more mini bosses  and a very hard last final boss.

(1 edit) (+1)

If you purchase the tiger's tail while at 1 heart and 2 max hp, you end up with 1 empty heart and become unable to interact with coin pickups, heart pickups, and the sneaker relic (I left it in on the floor in the starting room). You are still able to interact with the boss room spellbook and the stairs, and can still die by getting hit. idk if you can still interact with the shop because I had 0 coins lol.

Edit: It also happens if you buy the tiger tail with 1 max HP.

made the mistake of doing this on my 1 hp run so theres nothing i can do.

This bug should be fixed with the most recent update.

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When choosing secondary spells and buying items: maybe you could just put the symbols instead of the words, in the parentheses? 

So spells just had their dmg and then a (*symbol*) afterwards and in the shop, items all just had their element at the bottom of the text also written like (*symbol*). 

I think it would make it easier to understand what you are looking at.

I really like the elemental aspect, could the main character maybe switch color when reaching like lvl 5 or 8 in a certain attribute? That would also make it more intuitive, what your strength is. You could even mix the colors, so both yellow and blue at a certain lvl could make you a green wazard! Although getting all three would make you brown, which would slightly be anticlimatic.


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Thanks for the feedback!

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I managed to get to the end with 16 attack and 5 rush, and beat the final boss before he even started summoning slimes.

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Hearts don't seem to drop when you have full health. Normally that doesn't sound like an issue, but it means you can't get full use out of the powerup that turns hearts into money unless you're hurt. Especially bad if you're playing with heart curse all the way up.

(1 edit)

Thanks for the comment. I'll look into that. They should drop when on full health (just a lower rate) and the rate should return to normal when you have the midas charm (even if your hearts are full). I appreciate all the feedback!

I see. I might have just gotten confused.

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I got a second of those axes that gives me +1 attack and +2 rush while at 1 hp, but my attack and rush didn't go up.

Sorry about the bug. Thanks for letting me know!

This bug should be fixed in the most recent build.

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Really, really good game! Fluent experience, nice sounds, good visuals, even in this short demo I already felt eager to go further and upgrade my player more, nice!

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Well done! I am not sure why it would not work on a mac for HTML5? My only suggestion is maybe have harder enemies. I enjoyed playing this game

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fun game. i’d like if it was possible to keep playing on the same run indefinitely after the last level, instead of having to start a new run. (i wanna try getting as many upgrades as possible.)

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I started a run with two max hearts, maximum strength and maximum starting gold, and got the artifact to turn hearts into coins and then the one that reduces my max hearts by two.

I was expecting either to have a single heart or instant death. I got a single empty heart, and I couldn't collect hearts or coins.

Thanks for letting me know. I'll see if I can push out a bug fix for that on Monday.

It was fun but really easy. I got the Duplicator spell early-on which doubled my damage, and then I invested solely into red attack upgrades and weapons with lots of projectiles. Then as soon as something would spawn, I'd stand next to it, and it would explode, so there wasn't much strategy left.

(1 edit)

Thanks for the feedback! Yeah, the twin shot charm needs nerfed for sure. I'll look at some balance changes on the other spells as well. I apologize that the later part of the game got too easy for you due to balance issues and removed the strategy.

(2 edits) (+1)

I love this game, i also love the color system. but why does the sound taking damage sound effect sound like a sigh,  and can you make it so you can see what your previous spells and items do. it would also be cool if you added one time use item like healing potions and such. and different charecters with different stats and different pros and cons for each. but an extra challenge would be nice.

Thanks for the feedback and ideas! I'll see what I can add :)

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a piece of fanart based on my triple curse challenge ones. a heartless being on the brink of death. but it finds great power in certain artifacts.

Woah that's super cool! I like the idea of the character being so damaged like that when cursed.

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Played through the demo and here are some observations.

First is that there is no tension going back to unexplored rooms after defeating each floor boss room. I feel there should be some decision of either moving down the stairs or risking more exploration for more reward. Something like ennemies get stronger if you don't go down the stairs fast enough, or the rooms get filled with poison and you take a damage. Only examples to illustrate the feeling, not  necessarily advocating for these specific solutions.

Second, every attack and spawn are telegraphed with red circles and rectangles but not the projectiles like the red slime and dragons fireball. That felt awkward because you are trained to avoid red indicators but the fireball are identical to your projectiles and don't have collision indicators. I feel you should either expect all attacks to have collider indicators or none.

Bonus, the yell sound effect when you get hit doesn't sound good, it feels out of place.

Overall, it felt like ArcHero meets binding of Isaac. Even in this early alpha prototype stage it's clear it will be a buy for me.

Thanks for all the feedback. That is super useful.

For the enemy projectiles are you imagining a red circle under them to indicate the collision box?

I agree with the sound effect for getting hit. Some of the other sounds effects still need work as well.

I've got a lot of work ahead of me still, but I'm happy to hear you enjoy the core of the game :)

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I disagree about the telegraphing. the projectiles telegraphing is already in the game. its moving towards you at a slow enough speed so i get out of the way. i think that needs to stay exactly as it is. Similar to Isaac or Gungeon i think exploring back is fine as is as well. I really like the accessibility of the game. 

I was able to beat the game first try with only taking two damage from the exploding slimes so i think it could be more challenging as you go on. it felt like my damage scaling overpowered enemy scaling. Though for context I am also a game dev, currently developing a bullet hell game, but i thought it might be helpful to know.

overall i really felt the mechanics were good and the demo felt well polished. with some more challenge and bosses i could see myself playing this quiet a bit.

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really love the game, played an hour : )

I think it would be cool with like an ice mob that made the floor slippery, or variated blue or purple slimes who make the floor sticky so it slows. Since movement is the main mechanic, it feels relevant to challenge it!


I also started imagining something like a "mariokart questionmark", which might be a debuff or an enemy reroll, but could also be a 2-3 second buff for attack speed or a single use spell, like the dash, that you can use up, with spacebar. It could be potions or elixirs of different colors.

I think that might make it more unpredictable, wacky even  : )

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hey man, great game, and I was wondering if you have any advice for a starting game dev trying to create a 3d fps in godot?

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