hmmmm, upgrading items that you can buy from shop by using gems, interesting mechanic but... isnt it too op? i just get a rapier with 1.8 attackspeed, 180% chance for critical , 47dmg and i had 2x crit dmg and because of that i easly deafeated boss. Sorry for my broken english
For a demo it does well to demonstrate the core idea of the developer. It is clear to see that it is in very early development but even then, it manages to add a fair range of unique enemy types, weapon types, and an extremely fun boss fight.
Its in game systems are clearly in their infancy but they have potential. The upgrade system in particular as it is fun even now.
There are areas of polish missing such as title screen, proper tutorial and user experience game testing. However, as a first demo made by one person, I do not think this should be judged very harshly.
But things I do feel the game lacks at this stage are doors visible on the mini-map as that would help navigating levels, controls menu in case you forget, and maybe a less excessive use of the time slowdown effect for when the player is hit as it breaks to flow of the game.
Having some furniture in each room and different coloured walls depending on the floor. Would also help to make the game less monotonous as it would add variety to the room layout and differentiate the floors from each other besides just a meta value saying ‘floor 2’ as an example.
Overall, good work, game needs some polishing but has a lot of potential and I would recommend others to give it a try or at least follow the creator to keep up to date on future improvements and additions.
this demo is fun ,has enough content for it's length ,the upgrading method is new and enemies are well designed specially the boss
problems :
the map doesn't show the door location which is annoying when two rooms are next to each other without a door
their is no way of knowing if my equipped weapon if weaker or stronger than the weapon in the shop (coloring the numbers or putting an arrow next to them will solve the problem)
if the melee weapon in the upgrade menu is on the left ,why is it's crystal displayed on the right (same with ranged weapons)
the game needs music (even a simple 8-bit them will work)
why do i lose my crystal charge on switch
and side problem : the quit button on the game over menu doesn't work
← Return to game
Comments
Log in with itch.io to leave a comment.
hmmmm, upgrading items that you can buy from shop by using gems, interesting mechanic but... isnt it too op? i just get a rapier with 1.8 attackspeed, 180% chance for critical , 47dmg and i had 2x crit dmg and because of that i easly deafeated boss. Sorry for my broken english
yeah, needs balacing for sure 😅
i really like it :D
Thanks! I'm glad you enjoyed it
For a demo it does well to demonstrate the core idea of the developer. It is clear to see that it is in very early development but even then, it manages to add a fair range of unique enemy types, weapon types, and an extremely fun boss fight.
Its in game systems are clearly in their infancy but they have potential. The upgrade system in particular as it is fun even now.
There are areas of polish missing such as title screen, proper tutorial and user experience game testing. However, as a first demo made by one person, I do not think this should be judged very harshly.
But things I do feel the game lacks at this stage are doors visible on the mini-map as that would help navigating levels, controls menu in case you forget, and maybe a less excessive use of the time slowdown effect for when the player is hit as it breaks to flow of the game.
Having some furniture in each room and different coloured walls depending on the floor. Would also help to make the game less monotonous as it would add variety to the room layout and differentiate the floors from each other besides just a meta value saying ‘floor 2’ as an example.
Overall, good work, game needs some polishing but has a lot of potential and I would recommend others to give it a try or at least follow the creator to keep up to date on future improvements and additions.
ok
this demo is fun ,has enough content for it's length ,the upgrading method is new and enemies are well designed specially the boss
problems :
the map doesn't show the door location which is annoying when two rooms are next to each other without a door
their is no way of knowing if my equipped weapon if weaker or stronger than the weapon in the shop (coloring the numbers or putting an arrow next to them will solve the problem)
if the melee weapon in the upgrade menu is on the left ,why is it's crystal displayed on the right (same with ranged weapons)
the game needs music (even a simple 8-bit them will work)
why do i lose my crystal charge on switch
and side problem : the quit button on the game over menu doesn't work
Thanks for playing! Thanks for the fantastic feedback too, I will fix/add these in the next demo for sure.