Well done on this one. I don't really have any complaints apart from one major one and some things which are basically suggestions more than anything else.
I kinda wish your normal attack did more than just build up the meter for your card attack. I know it does damage if you have the card for it, but still. It kinda feels like busy work until you can finally do some damage.
Since you already have the system in place for it, keep the system where a player comes back to life after spending some of their score or money maybe. But then once their score or money runs in the negatives, the run ends.
Now wrt this, you could have your attack build up a combo count or something similiar which increases your points or money depending on how much it is which helps in both buying items and also keeping some amount for reviving if you die.
And if all else, you can also have an option for an easy mode or something similiar to what you have now where you can come back no matter what.
Anyway, love everything about this game lol. The cards that add abilities to your cards on offer make every card useful in some way or the other. The various starting styles also encourage replayability a lot and are just honestly cool. For now I only did a few runs with both gunslinger and brawler, but I'm definitely trying some of the other ones lol.
Love both the bosses and the various enemy types. You honestly make some of the best boss fights on itch io.
However, this leads to my main complaint
While I love the overall visual design and aesthetic, I feel like it's overly busy at times. There were many times where I lost the player, enemies and some of my abilities since they're all pretty much the same colour.
I know you kept whatever's important to be seen by the player a more brighter shade of white, but it kinda makes it impossible to discern things at times. I really feel that enemies should be a different colour in general to make it more easier to notice them. Otherwise, maybe adding some more red in general to their sprites would help. Or just making the background a darker shade and removing the bright circle around enemies would help.
But other than that. Amazing game in all honesty. It's polished AF in it's current state and is just really fun.
Thanks a ton for the feedback and for playing, I always appreciate your feedback.
I appreciate your feedback on wrt the basic attack feeling underwhelming. I got the similar feedback from the people who playtested the game before release, but I was curious what others would think.
A combo system is a great idea, both for making the attack feel more useful and for adding another differentiator for skill levels of players. I’d need to think more about what exactly it’d look like, but I’m imagining something like scourgebringer’s combo system, where being relentless is heavily rewarded, and keeping your basic attacks up could mantain your current combo.
I’m considering coming back to this game next year to make an expansion possibly for Steam, so if I do that, your idea for ‘negative score = you die’ seems like it might work well there to make it feel more like a traditional roguelike, thanks for the idea.
The “busy-ness” on the screen is something I really need to work on, thanks for that feedback. The same thing ended up happening to putrid shot ultra and that game had colors on its side. One thing I might do is give enemies some kind of red outline or something, or maybe make their eyes glow red a bit more. Your idea for changing the lighting around enemies/adding more red makes sense, I’ll mess around with those ideas.
Thanks for playing and for the comment, I really appreciate the feedback and the kind words. I’m glad you enjoyed it.
← Return to game
Comments
Log in with itch.io to leave a comment.
Ended up playing this for a long time lol.
Well done on this one. I don't really have any complaints apart from one major one and some things which are basically suggestions more than anything else.
I kinda wish your normal attack did more than just build up the meter for your card attack. I know it does damage if you have the card for it, but still. It kinda feels like busy work until you can finally do some damage.
Since you already have the system in place for it, keep the system where a player comes back to life after spending some of their score or money maybe. But then once their score or money runs in the negatives, the run ends.
Now wrt this, you could have your attack build up a combo count or something similiar which increases your points or money depending on how much it is which helps in both buying items and also keeping some amount for reviving if you die.
And if all else, you can also have an option for an easy mode or something similiar to what you have now where you can come back no matter what.
Anyway, love everything about this game lol. The cards that add abilities to your cards on offer make every card useful in some way or the other. The various starting styles also encourage replayability a lot and are just honestly cool. For now I only did a few runs with both gunslinger and brawler, but I'm definitely trying some of the other ones lol.
Love both the bosses and the various enemy types. You honestly make some of the best boss fights on itch io.
However, this leads to my main complaint
While I love the overall visual design and aesthetic, I feel like it's overly busy at times. There were many times where I lost the player, enemies and some of my abilities since they're all pretty much the same colour.
I know you kept whatever's important to be seen by the player a more brighter shade of white, but it kinda makes it impossible to discern things at times. I really feel that enemies should be a different colour in general to make it more easier to notice them. Otherwise, maybe adding some more red in general to their sprites would help. Or just making the background a darker shade and removing the bright circle around enemies would help.
But other than that. Amazing game in all honesty. It's polished AF in it's current state and is just really fun.
Thanks a ton for the feedback and for playing, I always appreciate your feedback.
I appreciate your feedback on wrt the basic attack feeling underwhelming. I got the similar feedback from the people who playtested the game before release, but I was curious what others would think.
A combo system is a great idea, both for making the attack feel more useful and for adding another differentiator for skill levels of players. I’d need to think more about what exactly it’d look like, but I’m imagining something like scourgebringer’s combo system, where being relentless is heavily rewarded, and keeping your basic attacks up could mantain your current combo.
I’m considering coming back to this game next year to make an expansion possibly for Steam, so if I do that, your idea for ‘negative score = you die’ seems like it might work well there to make it feel more like a traditional roguelike, thanks for the idea.
The “busy-ness” on the screen is something I really need to work on, thanks for that feedback. The same thing ended up happening to putrid shot ultra and that game had colors on its side. One thing I might do is give enemies some kind of red outline or something, or maybe make their eyes glow red a bit more. Your idea for changing the lighting around enemies/adding more red makes sense, I’ll mess around with those ideas.
Thanks for playing and for the comment, I really appreciate the feedback and the kind words. I’m glad you enjoyed it.
Awesome game. Great style, upgrade paths, balance, everything! You obviously worked hard on this and should be proud of it.
Thank you!
I love your games this is the hardest of them all
Thanks a ton for playing and for finishing it!
-4796... how did you...? at least you had fun :3