very cool game. ,I' am now in the process of making a dungeon crawler similar to this ,with automatic shooting .this demo turned out to be inspirational. Wishing the best of luck with completing and releasing the full version.
Cool. I can see a lot of combos for enemies. The room felt to tight, because I keep squezing in the corners when enemies follow me. Also add background music to make the world feel less empty
I can't run it in my browser, I get this error message:
"Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)"
I'm running a Chromium browser, if that's helpful.
Thanks! Running a Linux OS, but I think it might be a problem with an outdated browser I'm running because I had the same problem with another Godot online game too, same error message. Maybe I can try the Steam offline demos, thanks again
Overall good. I’m still excited for the eventual full release, but I’d like to comment on a few things.
The art, though charming in its own way, is definitely a downgrade compared to the previous iteration. The best of both worlds would be the use of color present in the new (darker, less saturated palette with bright & saturated player, enemies, & projectiles), with the detail & fidelity of the old, though I’m guessing the change was made mainly due to time?
The difficulty should definitely be raised. If aiming is going to see less emphasis, then more emphasis should be put on dodging. As is, it just feels like aiming was removed, but no compensation was made in other areas. This game should lean more into bullet hell than it currently does, with most, if not all, enemies having a projectile. As is, the game very often feels like waiting for the enemies to die, rather than frantically dashing all over the place, trying to find safe spots, which I believe is the intended play experience.
Thanks for taking the time to play the new demo and leave feedback!
I'm pretty firm on the artstyle change. Interestingly, the color palette is exactly the same as the previous art. I'm just using the colors in different ways. The change actually wasn't because of time. There were some small gameplay reasons, but mostly I just prefer these visuals. I know some people will prefer the previous art and see this as a downgrade, but there are others who prefer this and see it as an upgrade. I can't quantify these numbers, but I did have a mockup of the new visuals do very well on mastodon (compared with previous visuals falling a bit flat on twitter). I'm planning to add more animations to the levels and enemies to increase the detail and liven it up.
I agree with you on difficulty. I also want to lean more into the bullet hell side of things. I have plans to add projectiles to more of the enemies, though not all of them. From a design perspective, I consider some enemies "homing projectiles" that you can destroy with your own projectiles. Under that framing, I may need to increase their movement speed as a solution to the problem you are experiencing (waiting for the enemies to die).
Again, I appreciate the feedback and I hope you continue to play future builds and let me know your thoughts on them.
Love the feel and the weapons / upgrade paths, I wish it was harder so experimenting felt more meaningful, but I like the elemental affinities buffing spell parameters
The html5 version has that classic godot lagspike when loading sounds or things
Thanks for the feedback! I've got some plans for adjusting the difficulty. Glad you enjoyed it! There is a Steam (and steam deck) demo if you want to give that a try :)
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.
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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i've got an idea. what if there were spells or items exclusive to curses?
like what if you were able to get an item like isaacs holy mantle if you picked triple heart curse or something like that?
very cool game. ,I' am now in the process of making a dungeon crawler similar to this ,with automatic shooting .this demo turned out to be inspirational. Wishing the best of luck with completing and releasing the full version.
Cool.
I can see a lot of combos for enemies.
The room felt to tight, because I keep squezing in the corners when enemies follow me.
Also add background music to make the world feel less empty
The demo shows a lot of potential. The gameplay loop is nice and satisfying. I am wishing you the best of luck with the full release!
I can't run it in my browser, I get this error message:
"Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)"
I'm running a Chromium browser, if that's helpful.
Sorry :( I'm not sure why it isn't working for you. What OS are you on? There is a demo for windows and linux on Steam.
Thanks! Running a Linux OS, but I think it might be a problem with an outdated browser I'm running because I had the same problem with another Godot online game too, same error message. Maybe I can try the Steam offline demos, thanks again
Overall good. I’m still excited for the eventual full release, but I’d like to comment on a few things.
The art, though charming in its own way, is definitely a downgrade compared to the previous iteration. The best of both worlds would be the use of color present in the new (darker, less saturated palette with bright & saturated player, enemies, & projectiles), with the detail & fidelity of the old, though I’m guessing the change was made mainly due to time?
The difficulty should definitely be raised. If aiming is going to see less emphasis, then more emphasis should be put on dodging. As is, it just feels like aiming was removed, but no compensation was made in other areas. This game should lean more into bullet hell than it currently does, with most, if not all, enemies having a projectile. As is, the game very often feels like waiting for the enemies to die, rather than frantically dashing all over the place, trying to find safe spots, which I believe is the intended play experience.
Thanks for taking the time to play the new demo and leave feedback!
I'm pretty firm on the artstyle change. Interestingly, the color palette is exactly the same as the previous art. I'm just using the colors in different ways. The change actually wasn't because of time. There were some small gameplay reasons, but mostly I just prefer these visuals. I know some people will prefer the previous art and see this as a downgrade, but there are others who prefer this and see it as an upgrade. I can't quantify these numbers, but I did have a mockup of the new visuals do very well on mastodon (compared with previous visuals falling a bit flat on twitter). I'm planning to add more animations to the levels and enemies to increase the detail and liven it up.
I agree with you on difficulty. I also want to lean more into the bullet hell side of things. I have plans to add projectiles to more of the enemies, though not all of them. From a design perspective, I consider some enemies "homing projectiles" that you can destroy with your own projectiles. Under that framing, I may need to increase their movement speed as a solution to the problem you are experiencing (waiting for the enemies to die).
Again, I appreciate the feedback and I hope you continue to play future builds and let me know your thoughts on them.
Love the feel and the weapons / upgrade paths, I wish it was harder so experimenting felt more meaningful, but I like the elemental affinities buffing spell parameters
The html5 version has that classic godot lagspike when loading sounds or things
Thanks for the feedback! I've got some plans for adjusting the difficulty. Glad you enjoyed it! There is a Steam (and steam deck) demo if you want to give that a try :)
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?
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!
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. : )