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TheWyrmLord

5
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A member registered Jun 04, 2021

Recent community posts

Sorry for the late reply, that was indeed the inventory I had after the boss (I got a drill from the last fight iirc).

(2 edits)

During my second run I ran into the batteries that keep charge between runs, and while it's a fun mechanic it feeds into the whole stalling the fight problem.  I am a few hops away from the boss and I am starting every fight with 25 energy, making everything quite trivial.

Edit: also, it leads to the scanner always being on turn 1.

Edit 2: 

So, I just played through the game, and I loved it!  Here are my initial thoughts, and I'll probably add another comment at some point once I've tried it a few more times.  Also, I know this game is very early in development, all of this is meant as constructive criticism because I am already having a blast with this game.

-The podracers hitting on the second turn feels kind of unfair, since you are relying entirely on getting lucky and hitting energy on your first click to armor up in time.  Forced damage in and of itself is not the worst, but when it's forced damage that can be avoided based on luck it feels kind of bad.

-The scanner that shows all the 1s is waaaay too strong.  Once I got my hands on it I would almost never miss a click. I don't know that I have any good recommendations for how to rebalance it though, and I think that kind of mechanic does add a lot to the game. Also on the topic of the scanner, the 1s are extremelt hard to see on the ice maps because the blues are really similar in color.

-The energy economy is thrown way off because of the energy amplifier and the mining drill.  My first run I had three drills and an energy amplifier, so I could usually get my scanner up turn 2 or 3 and then get about 8 energy each turn.  At the same time, those items are some of the things that made the gameplay feel best.  I firmly believe that those should be some sort of upgrade rather than random item drops, either in an ftl-style ship upgrade screen or as post-boss upgrades like in monster train.  I also think you should probably start with two clicks, rather than just one, because it makes the game feel so much better.

-As mentioned by Retromation in his video, there is definitely an issue where stalling and healing to full every fight is the optimal play.  You also are heavily incentivised to stall to full energy before starting the next wave.  I don't know if the correct answer is having the enemies scale over time, or simply limiting the number of heals you can do per combat, but I do think that this should be addressed somehow.

This game is already great, and has so much potential.  I look forward to playing more of it and seeing where it goes from here.  Congrats on the amazing work!

In the end, the forced choice let me do a brawler with demonic deal and blood amulet, eating through all of hexia's imps, so was still a blast despite being thrown for a loop for a bit.  Congrats on making an amazing game, probably one of the dice games with the most player agency that I've played, I can't get enough of it.

Would you consider making it possible to skip hero upgrades?  I was doing a run built around a berserker, with drain and pain on the dice, only to be forced to change him right before level 18.