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 :)
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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 :)