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polish the animations even more: theyre great so far, but could use more details and more should be added for getting hit, and especially hitting background stuff, to make it more satisfying to smash things :) this will be the #1 factor for making this game look and feel even less indie than it already does
make more background stuff smashable: just something i find fun in these types of games, to make as much stuff interactable as possible, and finding satisfaction in that. there were destructible boxes, but maybe add more satisfying breaking sfx, and make the animations more satisfying :) minecraft dungeons lacked this and that made the game feel a lot less alive/interactable.
add variety: i have to be honest, hack n slash games get quickly repetitive and boring. as the initial amazement of the world, animations, attacks and weapons faded, all i did was bash enemies with the same attacks. new heroes made jt more interesting for a while, and the top down maze part was refreshing, and toward the end the huge horde of enemies was a bit challenging, but apart from that it was getting same-y. i see a lot of potential in this with the already great polish, ideas, charm and execution, butm please focus on making this a fun and varied experience filled with depth in controls, in combat, more challenge, maybe puzzles, different aesthetic worlds, and just a variety of gameplay to always keep the player engaged :) i know you got this
name: might just be me, but "big helmet heroes" and the round cutesy cover art made me think this would be a low effort fun/parody game/sim with stale art. i was wrong on all accounts! except that it really is funny, but in a good and charming way. unless youre able to market the quality of this game well, i would highly suggest changing the name or at least update the images/logos to better reflect whats on the inside.
great job on this so far. im glad i was able to try out the demo :) make this stand apart from another astetix & obeli xxl
1. Key binding: for controllers, I think it would be much better if you bind "running" with "RT" button instead of "pressing down left stick". Very few other games bind "running" with "pressing left stick", and for good reason, it just feel awkward and inconvenient to press down stick and drive direction at the same time
2. Introduce save slots: So that I can start a new game with my friends without losing the progress i already made when i was playing solo
Again the game is amazing and has a lot of potential. I also like the current difficulty. It's not too difficult and therefore i can play it with my wife, who doesn't spend a great deal of time on video games
Hope this helps, can't wait to see the last version of game
Just showed the game to a friend and we were excited to get it until we realised it was couch co-op only, so will not get it unless you do online co-op
1. Same as SP:SD at launch theres very little feedback from attacks, I understand the idea may be quick and light movement/attacks but that leads to feeling like you're floating rather than grounded.
2. Melee Damage, that first boss thing came in with 4000 health. Yet the basic attack of the rogue type character deals 25hp, combine that with a few heavys and you'll still be repeating the same combos over and over without variation and that will get boring quickly.
Also when fighting one of the smaller armoured minions it took 4/5 heavy attacks to kill, that's too much and gets annoying. A slight bump In base damage would be nice.
3. Collisions, the character collides with many environmental objectives and clips in them. Even the special steam roller sheep just ran straight through all the environment assets.
If these are things that will be resolved before releasing then I will definitely pickup the game 👍🏼
Specific much. I don't think the Dev's are accepting people's personal content requests that only they want.
My family owns a cake shop. If they add this I can make a 400 person cake to celebrate the game? I have a request, they have a marketing department. I'm sure we could reach a reasonable deal if they feel properly compensated.
Maybe its in the full game, but I wish the heroes had a progression/leveling system like in Castle Crashers.
Also, the superpowers, feel a bit underwhelming for how much bar you need to save. Maybe if each hero had its own bar as you swapped around instead of sharing one. Maybe make some superpowers use half the bar instead? Shepherd's feels really weak.
The class stats. Shepherd felt fine but the other two felt like paper bag thin in terms of their defense. I found myself at super low HP at times just from a few attacks. Feels like this could use some balancing.
Don't know if this is in the final game also, but will you be able to create a team of the heroes you want to use in a level or will it be limited to just the ones you find in the level you're playing?
-New game mode (endless arena mode)
-Extra levels
-A few more weapons with new movesets
-Create a knight mode