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Also after playing awhile I feel dashing should give me more 'breif second of invinciblity' since I mostly die cuz I dash and there no invunerable moment and trying to get away kills me.
Also perhaps a leveling system? It's a pain to run around every room trying to find an item that gives more hearts
You are expecting people to anticipate just about every attack before they happen including projectiles. In my very brief time with the game I died mostly due to projectiles because I just could not dodge them and they shoot from quite a distance away while I am fighting other stuff.
So.... my advise is to look at the iframes on dodging again in the context of the movesets on the enemies. A lot of enemies having a lot of range to catch you off guard and you can't dodge through them just turns this into a jump to dodge everything making the dodge feel bad.
Also the game tops out at 1080p? Add more resolutions.
Game feels fine from a gameplay point of view beyond that though! Smooth, solid controls, responsive, the building your own map layout system is not bad but I felt like I was always starved for control to add rooms so I pretty much immediatly got punished placing my first room by lowering my HP with a curse if I got hit too many times. I pretty much was always control starved which felt kinda bad.
Combat feels on the generic side and while I think building dungeon layout is a fun puzzle, it doesn't offer a huge deal of replayability.
Few ideas
Example of class unique strengths
These are just some loose ideas to work with.
Button masher aspects leaves me wanting more weapons/tools/effects. The boss left me wanting telegraphing (some attacks just kinda start after the boss sits there for a second or 2) and probably a bit more attention to how threats are displayed. For example, being hit while the boss is slowly rising up (as it goes up and down as it closes in on the center) doesn't feel like a deserved hit. Visually the boss doesn't carry momentum or other threatening visuals to be perceived as an attack. It looks like a windup, BEFORE a slam attack.
I'll admit I've been playing a lot of classic Doom lately, but I really think that gameplay loop really work here and help the demo focus on what's more important: platforming and combat. Or hell, you could even have us solve a proper puzzle (implying if this is meant to be a puzzle) or go through waves of tough encounters with a mini boss or something. Just anything rather than whatever the hell you got going on here 'cause it's not good.
Also upgrades are a bit too rare imo
Aside from these points (second is not really a problem) it was a really good demo.
Also there should be hidden bonuses in different squares if you build on them and not just the designated bonuses from the rooms you choose. Sometimes a mini boss maybe... Maybe some Scrabble like multipliers for coins or control drops...or mobs.
The innovative and core aspect of this game is the ability to construct your own map. Like in many Rogue likes, such as Curse of the Dead Gods, you have choices for which path you can take, but this game puts a twist on that and allows you to build the map and the encounters, with a balancing factor to punish you for too much side tracking for bonuses and such.
I personally feel there is a major flaw in the system here as it is very punishing to the player if they explore and seems to reward the player more for just finding the shortest quickest path to the boss...I understand that if you run around and collect upgrades, then there should be a penalty cost to do so, but there should be a mechanic that allows for skill to compensate some of that penalty because exploring is fun and should not be punishing. My idea for rebalancing this mechanic would be to grant more control (perhaps as a bonus for completing rooms without taking damage and/or doing so very quickly) but some chests or healing items or other interactibles will cost control to utilize...?