The weapon feels to useless, and the combat is too frustrating to be enjoyable. I am not even sure about how the various health pools contribute to gameplay, they seem to do the same thing.
The fact there was an increase all seemed weird. I would have loved some animation for the stick figures. The hitbox on the magic seemed a little random. Sometimes it seemed way larger and other times smaller.
This isn't a bad game, but it has a few elements that make it feel bad and could use some polish (true of most games made with such a tight time limit).
I think I understand how the basic mechanics work, though I didn't see a huge impact from purchasing the upgrades. It appeared that most enemies died in one hit (making increased damage a bit unnecessary).
A shorter base ability cooldown might make the general gameplay more enjoyable, as would an indicator for readiness on the character (where my eyes are most of the time). I found myself frequently circling the enemies while waiting for an ability to be ready, even after spending most of my various life pools to reduce cooldowns.
I also noticed that I was hit and died a few times while it seemed I was out of enemy range.
Thanks for all of the feedback so far. We spent a lot of time on random dungeon generation and ran out of time for some of the features that we wanted to add. This was also our first game so all of this feedback is greatly appreciated!
I got agree with the others comments, combat is quite frustrating, the coldown for basic attack is too high, you just run and wait till is over, attack, and back to running and waiting. Aside from that i think is a good starting point.
I felt like there was a really solid idea at the core of this, it just needs a bit more time and care on visual polish and player feedback; something which can come outside of the jam if you choose to turn it in to a full release.
I thought the idea of multiple health bars which are impacted by different enemy types was a really clever concept - it feels like there could be quite a rich possibility space within it. I did have good fun playing it too, particularly once I got more of a hang of the rhythm of the cooldowns.
I really liked the procedural generation but I felt like it needed some more improvements in the combat feature, to me it looked not that much responsive.
Combat took some getting used to but from time to time I would slice 4 dudes with a single hit and that felt pretty badass!
Really liked the decision making with the 3 different health pools to choose from. Would have liked to see some variation on the enemies but overall well done guys!
Decent core idea and mechanics. Game functioned well, very playable. Didn't work in Edge, worked in Chrome. Pretty much HAD to go full screen, at default size I kept clicking out of the window which would cause me to lose input; a problem with all of these "mouse aims direction" type of games. I found the "white" part of the health bar confusing; "why is some of my health white, and why am I already dead" lol. Really *really* needs better non-fatal-hit feedback. This is a problem for both the player and the enemies. Am I hitting them? Am I being hit? Also, different enemy types (ranged versus melee) that look identical? C'mon. Finally, game should've started off easier so people can ease into figuring things out without dying constantly. Decent work overall, thanks for sharing!
Comments10
Fighting was a little frustrating...
Graphic + Audio was quite fun ;)
I think I understand how the basic mechanics work, though I didn't see a huge impact from purchasing the upgrades. It appeared that most enemies died in one hit (making increased damage a bit unnecessary).
A shorter base ability cooldown might make the general gameplay more enjoyable, as would an indicator for readiness on the character (where my eyes are most of the time). I found myself frequently circling the enemies while waiting for an ability to be ready, even after spending most of my various life pools to reduce cooldowns.
I also noticed that I was hit and died a few times while it seemed I was out of enemy range.
I thought the idea of multiple health bars which are impacted by different enemy types was a really clever concept - it feels like there could be quite a rich possibility space within it. I did have good fun playing it too, particularly once I got more of a hang of the rhythm of the cooldowns.
Really liked the decision making with the 3 different health pools to choose from. Would have liked to see some variation on the enemies but overall well done guys!