Iris and the giant

Iris and the giant

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Salvatos Feb 20, 2020 @ 8:55am
0.20 update feedback
Did yesterday's update add a bunch of content or did I just see a ton of new areas and enemies because I chanced upon the right secret passages? Either way, the game continues to amaze me. I didn't expect that there was still so much for me to uncover in the demo.

I do have a couple of issues to report:

Sword Dance should really say that it *replaces* your hand with 6 swords. I thought it would *add* 6 swords and lost a lot of useful cards by playing it at a time I thought was ideal because I wasn't in danger.

The visual glitches I had the other day seem to be gone now, but at the end of my run I ended up seeing the background with the giant's feet and no actual interface to interact with.

Gaining a new magical power says "You unlocked a new Magical Power! You'll take it with you during the next game:" but nothing follows the colon. Is it supposed to describe the power?

The mirror card description has a missing capital on the last sentence (I believe it began with "thieves" or "thief").

I still think the game could do a lot more to explain the way it works. For example, I don't know if every room has a secret passage that's worth digging to, or only some rooms. It seems that after a couple secret passages, every other room in my run was new to me, so did it set me on a completely different path, or did the update change the later rooms?

Another example: it's only three hours in that I learned that whips remove shields, which is pretty huge. I think there was also an instance where the whip killed the enemy in front of the one I dragged? No idea why. An indication on the fire demon and the bomb carrier that they explode when killed would be useful for beginners. Throwing a stone seemed to stun a harpy for at least 3 turns, I thought it would only last 1 turn.

Lots of specific details like that that make it hard to plan ahead if you haven't memorized the finer details of every card and enemy.

And a suggestion in closing: it would be nice to have a card that removes stone blocks in one hit to make it slightly easier to dig up to secret passages and enemies behind heavy cover (the harpy room was trickier for me because I didn't have a whip at the time). I think tweaking the bomb to have that effect would work well thematically without adding a new card type.
Edit: I just saw that there is a Memory for this, so it's not as necessary.

Overall I would have to admit that there seems to be a lot left to improve before release in terms of quality of life and bugs, at least judging from the demo, but I've never been so captivated by a roguelite, so congratulations on what you've made so far :)
Last edited by Salvatos; Feb 20, 2020 @ 9:03am
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Salvatos Feb 20, 2020 @ 1:24pm 
Also, I think there was a bug with the large cat that causes all demons to steal cards. Its effect was active right from the start even though it was in the shadows behind third row, which isn’t the case with other enemies.

And another suggestion: make it possible to view the current deck while choosing cards from a chest.

Bug: The power that should give you an Arrow at the start of each room, doesn’t.

Bug: When you have enough active memories, traits and abilities for them to use two rows, some of those on the second row are visible at the top of the screen even while the menu is closed, though smaller.

Comment: The music on floor 16 is wonderful and appropriately unnerving.

Comment: All this time I thought the + button in the top left was to reopen the tutorial because of the dialog that appears there at the start of the game. Maybe a more obvious icon would be better.

Suggestion: Add a button to remove all Memories (especially useful for that one imaginary friend unlock, but any new build as well).
Last edited by Salvatos; Feb 20, 2020 @ 6:45pm
Azorian Feb 23, 2020 @ 7:16am 
Some short feedback:

° I honestly cant stand the artstyle, but of course, that subjective
° I like the puzzle-nature of the gameplay
° I wish there were more opportunities to interact with the game, other than battling, drawing cards, and choosing a skill from time to time
° I like the player-cards designed so far
° I like the design of most opponents. The only exception are the shielded units, that can only be hurt with magic. They can really screw you, if you're unlucky, and it just feels bad to be helpless
° I like that there are hidden objects, but they are too expensive to reach atm (often requiring to play multiple cards)
° Thanks for releasing the game on GoG as well

While the demo clearly shows the early nature of the game, it already shows a lot of promise, and with more polish and love, could turn into a really good game...

Best of luck
Last edited by Azorian; Feb 23, 2020 @ 7:16am
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