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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! 

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fun but full screen mode pls?

Fullscreen mode is definitely on our list for the future!

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is very fun, i it confirm the gam

Thank mate! Anything you'd like to see improved?

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yes, an addition for the fullscreen for options

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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.

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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

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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!

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Very cool.

Thanks! Anything you'd like to see improved?

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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

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game wont run stuck at a black screen

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That's odd. Can't say I've had any reports of that. What operating system are you on?

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bug report: i have seen the damage up way before i had to see it and i can't get it. sadge

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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!

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me encanta este juego

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Gracias amigo <3

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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.

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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!

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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!

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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!

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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.

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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.

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It's fun to play! I like the music and the art style feels very consistent :)

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Thank you so much! Are there any improvements you'd like to see? I want to keep making it better!

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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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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.

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Very cool concept! The music is great.

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Thank you so much! Anything you'd like to see improved?

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