Absolutely adore this game, love the art, mechanics, and many other things. Glad to see it coming to life so well. I haven't had any technical issues so far, but I would like to see an option for the music to not be sped up on higher speeds.
Absolutely love the game, great job! I love how in the early game you just like "wow I am so good I got a 40 kill streak"... and then the late game smacks you in your face and you're just like "HOLY CRAP WHAT IS GOING ON RIGHT NOW..wait.. 400 KILL STREAK!?!?
Flash, Knowledge Is Power, and Frost Nova for an extra global attack (Fireball was just what I picked, would do Cyclone next time). I Flash-ed to kill all the on-screen monsters then used Knowledge. I decided it would be a good idea to get Untamed Knowledge. It took about three nights from then for this to happen. You can see from the projectile on the right how many levels I got before it crashed.For some people, this would probably make them dislike the game, but the fact that I found out how to do it gives me a speedrun tech-esque high. Great game!
really good game btw, love the replayability and the way you can kiiinda influence your build via traits oh, might be a good idea to have the ability to not select one of the ¨this kind of upgrade shows up more¨ traits, just for when people want it. apart from some obvious performance fixes and bug fixes needed, the game is really nice to play! Looking forward to those planned updates
Well... I'm gonna have to start all over then. From night 1. So apparently if you have it to where leveling up just automatically fires a spell, and one of your spells is to multiply the XP you get.... it can crash the game from all the spells going off at once. I was so excited to get like 20 skill points but nope, game can't handle that insanity~
We had the same thing happen when testing unfortunately. We already limited it but evidently need to do it more to stop it from breaking! Sorry you have to start again!
One thing that I have noticed while playing is that sometimes the huge critical strike ability visibly activates but doesn't mechanically activate, as in it doesn't apply the critical strike ability, it might also be that since I also have the explosive strike talent they might conflict each other when they are activated at the same time
I think mastery 12 debuf is too punishing it makes it so that 1/10 or so runs are even plausible to clear D1, you simply do not have the stats to deal with purple and yellow enemies reliably and in orderly fashion, there's the odd run that has the elite rng necessary that allows you to successfully pass it but I personally think it's neither fun or challenging when the only challenge is for your patience to wait for that one run that's playable.
The current mastery system is a very early working version. We're planning on reworking it completely in our next major update. We'll be digging deeper into that in the coming devlogs but you can expect:
Fairer mastery bonuses that give a smoother early game (less focussed on RNG)
Stronger traits for player characters
More options in the talent tree itself to give you more access to counters for specific enemy types.
So far we've been more focussed with making the core game fun, but we're definitely at the point where we're happy enough to focus on later game challenges a bit!
I admit, I'm more than impressed. Be prepared for a lengthy comment ohoho!
The concept is brilliant. It really is. A roguelike, always a fun time, built with multiple unlockable classes AND a randomly generated skill tree. I've NEVER seen another game with a skill tree, specifically, that did that. Skill trees that restart, yes. Weapon randomization, yes. But an entire branching web of skills to be completely randomized, not procedural or with a few random paths to choose from but truly each new skill in the tree randomized, that's genius. How did you actually pull that off? And do you think this new system is something we could see in future games? Be it yours or others.
The monsters were amazing as well. First playthrough, started with slimes, eyes, then bats. Second I died by night 7- really embarrassing- and I don't remember much of. I just completed my third playthrough and beat it, finally, after literally 4 whole hours of playing (though I did pause to eat...) And that started with the eyes. No slimes, it straight up started with a 2-hit enemy. Then skelebobs, eyes and finally bats. Oh, and then ghosts. Fully randomized enemy spawns, too, I love that.
And then we move on to replayability. I just beat the game as the archer, now I have unlocked the wizard- a new character, with new attacks and spells. I unlocked the first level of mastery, which promises a third character once I beat it. And even when I do beat it with all 4 characters, that still gives me the chance to play again anyway, as all the skills are yet still randomized. I could get lost in this game for a week or two, I think. Not something you expect from a browser game. So overall, very well done and bravo, you peculiar amalgamation you! (A turtle fox, you see.)
I am very eager for more from you and will be checking for other games in your collection. Thank you again!
Thank you so much for the amazing feedback! So glad to hear you enjoyed it. Plenty more to come in further updates. If you want to keep in touch/stay up to date we do have a discord server. You’ll have to let us know what you think about the other enemies when you come across them, some of them are adorable!
- I’m not sure if the talent trees will move across to over games that get made, once this one is done we’ll have to talk about it! The other devs who know more about the talent trees will be up to explaining more about how it’s done if you’re interested
Unsure about that problem, it should work fine on google. Try using the arrow keys instead but no idea why you can't use wasd. If you can't fix it, send us the seed and we'll take a look!
Solid game, and very enjoyable, though I gotta say its kinda boring only having to hold D and toggle WAS to win as archer from mid game on; that shadow clone power is WAY too strong. IIRC I had 0.9 Attack Delay + 11 range + 40-something% crit, double arrows, piercing, 10% chance to double-attack, 5% chance to explode, and the EXP bounty, which meant i gained roughly 15 talent points every night.
oh my god i didnt know that there was 4 classes it took me decently long for archer, wow i thoguht it would be short like most of the web games really great game btw
I had one Ring as the first Epic upgrade yet it actually didn't give me 4 stat ups? The only stats that changed where attack speed(0.7>0.67), MP reg(10>8), Knockback(0.3>0.35). Every other stat stayed the same.
- Longer nights (by 15%) seems to be really beneficial. More enemies to kill means more XP per level, so you stay ahead of the difficulty curve more easily. No real downside?
- The blue sword ability (+25% speed after a special attack) seems to stack too well when using many abilities at once. Use all four abilities at once, and you're a machine gun. Maybe some wrong calculation here?
- Wizards get trivially easy as soon as they unlock a bit of lifedrain plus the skill that turns it into magic drain. You basically don't run of out mana anymore, and just get as many +Cooldown skills as possible to spam attacks. Seems that damage done by magic spells triggers lifedrain, which is maybe too strong?
- Summoner's basic attack feels pretty boring and incentivizes just spinning in a circle sending snails in each direction to kill enemies off screen. Maybe a different play style, where you can rapidly send out several snails at once, but only so many per second? For example, imagine a progress bar that goes from 0 to 100. Sending a snail costs 25, but the attack speed is 0.1 instead of 1.5. Send 4 really fast if you want, but then wait for the progress bar to refill. Means you can address sudden big attacks from one direction. Anyway, I felt the summer felt dull, like I wasn't reacting, just preparing.
Thank you so much for your feedback! I think you'd quite enjoy some of the chats on the Discord Server which touch on these topics and more.
As for the feedback in the post:-
- Longer Nights were always intended to be a double edged sword, builds that are likely to run out of resources should struggle with the extra time. Unfortunately we don't have *that* many builds that rely on mana currently so it's generally a benefit for the player. We'll see how that shakes out as we add more talent packages.
- Calculation on Enchanted Weapon is working as intended - but the ability is definitely too strong currently. It's supposed to be powerful with 4 abilities (that's good synergy) but not THAT powerful.
- The lifesteal spam on Wizard will be heavily hit by a huge upcoming change next update:- Abilities can no longer lifesteal.
- We're very aware of that dull play pattern for Summoner - I don't think we'll be adjusting it this update, but likely the update after he'll see some fundamental changes. It's very possible we'll investigate something like what you'd suggested.
Very well thought out feedback! Hope my responses make sense.
Hello if you are still working on the game the game is super good but i would like if could make a multiplayer mode like 1v1 or 1v1v1v1 so the last one to survive would win.And here's a random Christmas tree
Did this get fixed already? When I try the warrior, their sword doesn't do anything. Enemies just kind of die when they get in the middle square, but not always. Maybe I don't understand how the warrior works...
wizard and warrior seem kinda broken. wizard doesnt get enough damage early on at mastery 3 to survive and warrior's attacks seem to work at random? sometimes they just dont hit enemies?
amazing amazing amazing idea for a roguelite. so much replayability with the rng skill tree. cant wait to see this game develop. it is the perfect idea for a roguelite
Hey! Thanks for the bug report. This issue has been kicking around for a while and has a few causes.
I'll be looking into fixing it for the next major update. If you find yourself getting it again it would be amazing if you could join The Discord and post a screenshot of your Talent Tree.
Hey! Thanks for the feedback. You can actually pause the game already using the Escape Key. Is there any reason you're unable to use that key (I can add a second hotkey if so).
A fast forward feature is a great idea. I'll look into adding that next major update!
Originally I had a list of potential ideas or things to explore, but after my first completion you seem to have answered most of them.
- I'm not sure if this is currently implemented, but the tree would feel a bit more cohesive with weight towards certain types of talents. Potentially could be done with leaves or travel pathways having a higher chance of being cohesive (at least to start out).
- Having chance opportunities are always exciting, maybe have the legendary nodes always visible, maybe the rare nodes are visible at slightly larger distances than just the normal talents.
- Potentially tuning up difficulty mid-run. Maybe you can take on an additional enemy trait for exp bonus/extra talent/something else of value. This could either be at important increments (5,10,15) or on damage-less stages. These could also be permanent or just for the stage.
- I didn't see a way to reorganize the 1-4 keys. Minor inconvenience.
- For some of the more complex stats, it is hard to know whether they stack, or how much the value is up to.
From coming in completely blind just to test, I sat through a whole run decently entertained. Great job!
Thanks for the feedback and the great ideas! I'm glad you had fun.
I actually really love the idea of showing the legendary talents from the start, I'll definitely be giving that a try at some point this patch cycle.
I agree that the difficulty could be turned up a bit between days 5 and 15. The difficulty has been an ongoing battle since version 0.1 and it's definitely at the best place yet in my opinion but it can keep improving!
First of all - great job! Simple yet fun to play and great music. Challenge/leveling is balanced very well early and mid game. However, late game it gets much too easy too quickly. Once you have a majority of the tree talents you can kill most baddies before you even see them on screen. Suggestion is to make leveling past 100 much tougher. Even with exp bonuses players shouldn't be able to get 30+ talents in a single round.
Thank you so much, especially for the constructive feedback!
I'm actually working on adding a bit more structure to the runs at the moment, turning it into a finite length experience.
Currently the run will end after 20 days, meaning the builds won't be able to get quite as insane but you'll still have plenty of time to explore options.
After completing a run you'll be able to increase your mastery level which adds a new layer of difficulty (new enemy types, less player health etc.).
Hopefully this will let less experienced players dig their teeth into the talent tree while offering a serious challenge to players who want to push the game to its limits.
After around level 3 it get's a little repetitive. The skills and effects one gets are pretty cool but for example the mine felt way less useful than the cyclone. It would be maybe nice to be able to pick the first skill.
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Absolutely adore this game, love the art, mechanics, and many other things. Glad to see it coming to life so well. I haven't had any technical issues so far, but I would like to see an option for the music to not be sped up on higher speeds.
Thank you so much! I'm really glad to hear you're enjoying it.
The option to have normal speed music on higher speeds is coming next update!
Absolutely love the game, great job! I love how in the early game you just like "wow I am so good I got a 40 kill streak"... and then the late game smacks you in your face and you're just like "HOLY CRAP WHAT IS GOING ON RIGHT NOW..wait.. 400 KILL STREAK!?!?
Love the game!
So glad you enjoyed it! We love how quickly things get OUT OF CONTROL too.
Is there anything you'd like to see added or improved? I'm keen to hear your ideas!
I haven't seen anything yet, but then again I am not that far into the game. I will be sure to let you know if I do come across something.
Flash, Knowledge Is Power, and Frost Nova for an extra global attack (Fireball was just what I picked, would do Cyclone next time). I Flash-ed to kill all the on-screen monsters then used Knowledge. I decided it would be a good idea to get Untamed Knowledge. It took about three nights from then for this to happen. You can see from the projectile on the right how many levels I got before it crashed.For some people, this would probably make them dislike the game, but the fact that I found out how to do it gives me a speedrun tech-esque high. Great game!
Haha! I know exactly what you mean. We're so proud to have a game that gives the players tools to break it.
We're working to fix this for the next update, but we're enjoying people finding the infinite loops and broken strategies.
Thanks for playing!
eyy nice managed to crash the game with the duplicate xp on level up thingy!
Haha, the best bug ever!
really good game btw, love the replayability and the way you can kiiinda influence your build via traits
oh, might be a good idea to have the ability to not select one of the ¨this kind of upgrade shows up more¨ traits, just for when people want it.
apart from some obvious performance fixes and bug fixes needed, the game is really nice to play!
Looking forward to those planned updates
Just realized I commented the same crash as you :P.
ayyy
The game was really hard to load but great game!
So glad you enjoyed it! How was it hard to load sorry? We've not had too much feedback that it struggles and would love to fix the issue
I had to reload it like 10-20 times but that might just be my wifi and bad computer, thanks for actually paying attention to my message:D
No problem! We're active on discord too if you decide you like it and fancy chatting about the game : )
I love this game!!
Well... I'm gonna have to start all over then. From night 1. So apparently if you have it to where leveling up just automatically fires a spell, and one of your spells is to multiply the XP you get.... it can crash the game from all the spells going off at once. I was so excited to get like 20 skill points but nope, game can't handle that insanity~
We had the same thing happen when testing unfortunately. We already limited it but evidently need to do it more to stop it from breaking! Sorry you have to start again!
the game is good, one major complaint is that you can get very lost in the talent tree map when using the wizard hat item
Thanks for letting us know! We have plans to fix that next update.
i was rippin and tearin
it do be like that
One thing that I have noticed while playing is that sometimes the huge critical strike ability visibly activates but doesn't mechanically activate, as in it doesn't apply the critical strike ability, it might also be that since I also have the explosive strike talent they might conflict each other when they are activated at the same time
Thanks! We’ll look into it : )
I think mastery 12 debuf is too punishing it makes it so that 1/10 or so runs are even plausible to clear D1, you simply do not have the stats to deal with purple and yellow enemies reliably and in orderly fashion, there's the odd run that has the elite rng necessary that allows you to successfully pass it but I personally think it's neither fun or challenging when the only challenge is for your patience to wait for that one run that's playable.
Also, I found yet an other bug, you can waste the 3rd trait uses even when you have your attack on cd.
Thanks for the feedback!
The current mastery system is a very early working version. We're planning on reworking it completely in our next major update. We'll be digging deeper into that in the coming devlogs but you can expect:
So far we've been more focussed with making the core game fun, but we're definitely at the point where we're happy enough to focus on later game challenges a bit!
I admit, I'm more than impressed. Be prepared for a lengthy comment ohoho!
The concept is brilliant. It really is. A roguelike, always a fun time, built with multiple unlockable classes AND a randomly generated skill tree. I've NEVER seen another game with a skill tree, specifically, that did that. Skill trees that restart, yes. Weapon randomization, yes. But an entire branching web of skills to be completely randomized, not procedural or with a few random paths to choose from but truly each new skill in the tree randomized, that's genius. How did you actually pull that off? And do you think this new system is something we could see in future games? Be it yours or others.
The monsters were amazing as well. First playthrough, started with slimes, eyes, then bats. Second I died by night 7- really embarrassing- and I don't remember much of. I just completed my third playthrough and beat it, finally, after literally 4 whole hours of playing (though I did pause to eat...) And that started with the eyes. No slimes, it straight up started with a 2-hit enemy. Then skelebobs, eyes and finally bats. Oh, and then ghosts. Fully randomized enemy spawns, too, I love that.
And then we move on to replayability. I just beat the game as the archer, now I have unlocked the wizard- a new character, with new attacks and spells. I unlocked the first level of mastery, which promises a third character once I beat it. And even when I do beat it with all 4 characters, that still gives me the chance to play again anyway, as all the skills are yet still randomized. I could get lost in this game for a week or two, I think. Not something you expect from a browser game. So overall, very well done and bravo, you peculiar amalgamation you! (A turtle fox, you see.)
I am very eager for more from you and will be checking for other games in your collection. Thank you again!
Thank you so much for the amazing feedback! So glad to hear you enjoyed it. Plenty more to come in further updates. If you want to keep in touch/stay up to date we do have a discord server. You’ll have to let us know what you think about the other enemies when you come across them, some of them are adorable!
- I’m not sure if the talent trees will move across to over games that get made, once this one is done we’ll have to talk about it! The other devs who know more about the talent trees will be up to explaining more about how it’s done if you’re interested
I can't play the game on chrome
Sorry to hear that! We test the game ourselves on Chrome is we're not sure what the issue is.
If you press F12 you should see a chrome log. If you join our Discord we can take a look at it for you and try and figure our the issue.
Seed: 706062534
A super lucky run! Absolutely busted
If you press ESC and then Run info it will show the seed on top left. Note that you for some reason can't exit the Run info screen with the ESC key.
I cant use wasd unless the game is in fullscreen. How do i fix this. I play on school chromebook
Unsure about that problem, it should work fine on google. Try using the arrow keys instead but no idea why you can't use wasd. If you can't fix it, send us the seed and we'll take a look!
Nevermind, it fixed itsel
Solid game, and very enjoyable, though I gotta say its kinda boring only having to hold D and toggle WAS to win as archer from mid game on; that shadow clone power is WAY too strong. IIRC I had 0.9 Attack Delay + 11 range + 40-something% crit, double arrows, piercing, 10% chance to double-attack, 5% chance to explode, and the EXP bounty, which meant i gained roughly 15 talent points every night.
play on master 10 :D
oh my god i didnt know that there was 4 classes it took me decently long for archer, wow i thoguht it would be short like most of the web games really great game btw
Thanks mate! Glad to hear you're enjoying it, let me know if there's anything you'd like to see improved!
I had one Ring as the first Epic upgrade yet it actually didn't give me 4 stat ups? The only stats that changed where attack speed(0.7>0.67), MP reg(10>8), Knockback(0.3>0.35). Every other stat stayed the same.
That's very strange. I wonder if it changed a stat that wasn't shown for that class.
I will look into it, thanks for reporting!
Thank you, and very nice video!
Anything you'd like to see improved about the game?
I will send you a pm or chat via reddit
i think i started playing, stopped playing, came back and a new update was released. cool game
Haha, the fun of playing games that are actively being worked on I guess!
We've released another update today in fact! Enjoy <3
A couple of reactions:
- Longer nights (by 15%) seems to be really beneficial. More enemies to kill means more XP per level, so you stay ahead of the difficulty curve more easily. No real downside?
- The blue sword ability (+25% speed after a special attack) seems to stack too well when using many abilities at once. Use all four abilities at once, and you're a machine gun. Maybe some wrong calculation here?
- Wizards get trivially easy as soon as they unlock a bit of lifedrain plus the skill that turns it into magic drain. You basically don't run of out mana anymore, and just get as many +Cooldown skills as possible to spam attacks. Seems that damage done by magic spells triggers lifedrain, which is maybe too strong?
- Summoner's basic attack feels pretty boring and incentivizes just spinning in a circle sending snails in each direction to kill enemies off screen. Maybe a different play style, where you can rapidly send out several snails at once, but only so many per second? For example, imagine a progress bar that goes from 0 to 100. Sending a snail costs 25, but the attack speed is 0.1 instead of 1.5. Send 4 really fast if you want, but then wait for the progress bar to refill. Means you can address sudden big attacks from one direction. Anyway, I felt the summer felt dull, like I wasn't reacting, just preparing.
Thank you so much for your feedback! I think you'd quite enjoy some of the chats on the Discord Server which touch on these topics and more.
As for the feedback in the post:-
- Longer Nights were always intended to be a double edged sword, builds that are likely to run out of resources should struggle with the extra time. Unfortunately we don't have *that* many builds that rely on mana currently so it's generally a benefit for the player. We'll see how that shakes out as we add more talent packages.
- Calculation on Enchanted Weapon is working as intended - but the ability is definitely too strong currently. It's supposed to be powerful with 4 abilities (that's good synergy) but not THAT powerful.
- The lifesteal spam on Wizard will be heavily hit by a huge upcoming change next update:- Abilities can no longer lifesteal.
- We're very aware of that dull play pattern for Summoner - I don't think we'll be adjusting it this update, but likely the update after he'll see some fundamental changes. It's very possible we'll investigate something like what you'd suggested.
Very well thought out feedback! Hope my responses make sense.
Hello if you are still working on the game the game is super good but i would like if could make a multiplayer mode like 1v1 or 1v1v1v1 so the last one to survive would win.And here's a random Christmas tree
Hello! We are very much still working on the game.
PvP is a very interesting idea - but not something that is in our immediate plan.
If you have more ideas or feedback we'd love to hear from you on our Discord Server.
warrior attack doesn't work
Thanks for letting us know! We're on the case and will have a fix next update.
Did this get fixed already? When I try the warrior, their sword doesn't do anything. Enemies just kind of die when they get in the middle square, but not always. Maybe I don't understand how the warrior works...
You're definitely not misunderstanding. This bug is still in unfortunately - next update will fix it though!
also the range on the archerer sucks and so does the speed pls increase either base attack speed or base range.
We have a load of balance changes coming in the next update, hopefully these might address some of your issues!
fun but full screen mode pls?
Fullscreen mode is definitely on our list for the future!
is very fun, i it confirm the gam
Thank mate! Anything you'd like to see improved?
yes, an addition for the fullscreen for options
wizard and warrior seem kinda broken. wizard doesnt get enough damage early on at mastery 3 to survive and warrior's attacks seem to work at random? sometimes they just dont hit enemies?
Thanks for letting us know!
We'll be looking into both classes next patch.
me tome un tiempo de descanso desde la primera vez que jugue y ahora que vuelvo veo que todo se ve distinto, pero con los mismos colores, lo amo
I love the music
Thanks! Let me know if there's anything you'd like to see improved with the game!
amazing amazing amazing idea for a roguelite. so much replayability with the rng skill tree. cant wait to see this game develop. it is the perfect idea for a roguelite
Thank you so much! Anything you'd like to see improved? We have a discord here if you want to chat about the game!
Very cool.
Thanks! Anything you'd like to see improved?
definetlly more legendaries and a change to shadow shot
There's a ton more Legendary Talents planned! What would you change about shadow strike?
Right now it's just very janky
game wont run stuck at a black screen
That's odd. Can't say I've had any reports of that. What operating system are you on?
bug report: i have seen the damage up way before i had to see it and i can't get it. sadge
Hey! Thanks for the bug report. This issue has been kicking around for a while and has a few causes.
I'll be looking into fixing it for the next major update. If you find yourself getting it again it would be amazing if you could join The Discord and post a screenshot of your Talent Tree.
Thanks!
me encanta este juego
Gracias amigo <3
This is a great game! Just enough RNG to sometimes be frustrating, and sometimes too easy.
If you are still working on this, a couple QOL improvements:
- a pause button hotkey (space)
- a fast-forward button. Some of the early levels can be slow, especially with Wizard's Cyclone and Blizzard spells.
Hey! Thanks for the feedback. You can actually pause the game already using the Escape Key. Is there any reason you're unable to use that key (I can add a second hotkey if so).
A fast forward feature is a great idea. I'll look into adding that next major update!
Originally I had a list of potential ideas or things to explore, but after my first completion you seem to have answered most of them.
- I'm not sure if this is currently implemented, but the tree would feel a bit more cohesive with weight towards certain types of talents. Potentially could be done with leaves or travel pathways having a higher chance of being cohesive (at least to start out).
- Having chance opportunities are always exciting, maybe have the legendary nodes always visible, maybe the rare nodes are visible at slightly larger distances than just the normal talents.
- Potentially tuning up difficulty mid-run. Maybe you can take on an additional enemy trait for exp bonus/extra talent/something else of value. This could either be at important increments (5,10,15) or on damage-less stages. These could also be permanent or just for the stage.
- I didn't see a way to reorganize the 1-4 keys. Minor inconvenience.
- For some of the more complex stats, it is hard to know whether they stack, or how much the value is up to.
From coming in completely blind just to test, I sat through a whole run decently entertained. Great job!
Thanks for the feedback and the great ideas! I'm glad you had fun.
I actually really love the idea of showing the legendary talents from the start, I'll definitely be giving that a try at some point this patch cycle.
I agree that the difficulty could be turned up a bit between days 5 and 15. The difficulty has been an ongoing battle since version 0.1 and it's definitely at the best place yet in my opinion but it can keep improving!
First of all - great job! Simple yet fun to play and great music. Challenge/leveling is balanced very well early and mid game. However, late game it gets much too easy too quickly. Once you have a majority of the tree talents you can kill most baddies before you even see them on screen. Suggestion is to make leveling past 100 much tougher. Even with exp bonuses players shouldn't be able to get 30+ talents in a single round.
Thank you so much, especially for the constructive feedback!
I'm actually working on adding a bit more structure to the runs at the moment, turning it into a finite length experience.
Currently the run will end after 20 days, meaning the builds won't be able to get quite as insane but you'll still have plenty of time to explore options.
After completing a run you'll be able to increase your mastery level which adds a new layer of difficulty (new enemy types, less player health etc.).
Hopefully this will let less experienced players dig their teeth into the talent tree while offering a serious challenge to players who want to push the game to its limits.
It's fun to play! I like the music and the art style feels very consistent :)
Thank you so much! Are there any improvements you'd like to see? I want to keep making it better!
After around level 3 it get's a little repetitive. The skills and effects one gets are pretty cool but for example the mine felt way less useful than the cyclone. It would be maybe nice to be able to pick the first skill.
Completely agree. More day to day variance is a major goal for 0.3.X, as is rebalancing the abilities.
Allowing you to select your first Ability is a great idea, very likely you will see that in the future.
Very cool concept! The music is great.
Thank you so much! Anything you'd like to see improved?