Plot thickened from, "I think I've seen this before" to "interesting" when the party discovered one of the members' gravestone and concluded the dungeon was formed from their collective memories.
Love the battle system with the hearts and stars. Having all attacks revolve around damage in increments of 1-4 requires a different way of managing damage output across enemies.
I wish the system behind the multiple hits were a bit better explained.
Seeing lots of potential with effects and artifacts. It seemed almost too easy at first, but definitely hit the sweet spot of difficult but not impossible for the last 5 or so maps and the boss fight.
Had minor issues with the UI. The height of the overall monster graphics is too large, forcing their status icons off the top of the window.
The boss monster's Stars were squished to the same line as its hearts and looked a bit odd. I am guessing they should have displayed one above the other?
Monster select boxes are not large enough to play the game entirely with a mouse or touchscreen.
I'm not such a fan of using a separate key for all the jumping. Feels like you're robbing yourself of an opportunity to deploy on mobile and tablet devices by requiring a keyboard.
Just finished the demo, and it was fun. I found an odd bug in the game that would create a random chest before beating any previously dealt with enemies, but I had... mixed results recreating it. Most of the time it didn't work, and the time I successfully recreated it, it just created a opened box instead of a closed one. The stat system seems weird to me. The only ones that really seem to affect the flow of battle are attack, agility, and luck (at least I think luck also affect multi-attacks and critical hits.) I take it either much more powerful passives and artifacts will be found later on, or at the low levels the demo is designed to leave you at, you won't see very large results. Well either way, the mooks all look great (and once you figure out how to cheese them, they fall pretty easily), the atmosphere and backgrounds are wonderful, and that boss is hard as heck. Good job for a demo. I look forward to the full release :)
Thank you for your input and for playing! We are working on fixing some bugs, the one with the chest you mentioned is one of them, we are glad you enjoyed this demo, and hope you enjoy our next release :)
If you escape from an enemy, sometimes your player map sprites will disappear. Also, I found the amount of backtracking just to get to where I was (and the fact that enemies respawn) disenchanting. They also inflict Blind too often for my taste. I do, however, really like the fact you can bunny-hop around the maps to get places faster :)
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Thoroughly enjoyed it.
Plot thickened from, "I think I've seen this before" to "interesting" when the party discovered one of the members' gravestone and concluded the dungeon was formed from their collective memories.
Love the battle system with the hearts and stars. Having all attacks revolve around damage in increments of 1-4 requires a different way of managing damage output across enemies.
I wish the system behind the multiple hits were a bit better explained.
Seeing lots of potential with effects and artifacts. It seemed almost too easy at first, but definitely hit the sweet spot of difficult but not impossible for the last 5 or so maps and the boss fight.
Had minor issues with the UI. The height of the overall monster graphics is too large, forcing their status icons off the top of the window.
The boss monster's Stars were squished to the same line as its hearts and looked a bit odd. I am guessing they should have displayed one above the other?
Monster select boxes are not large enough to play the game entirely with a mouse or touchscreen.
I'm not such a fan of using a separate key for all the jumping. Feels like you're robbing yourself of an opportunity to deploy on mobile and tablet devices by requiring a keyboard.
Just finished the demo, and it was fun. I found an odd bug in the game that would create a random chest before beating any previously dealt with enemies, but I had... mixed results recreating it. Most of the time it didn't work, and the time I successfully recreated it, it just created a opened box instead of a closed one. The stat system seems weird to me. The only ones that really seem to affect the flow of battle are attack, agility, and luck (at least I think luck also affect multi-attacks and critical hits.) I take it either much more powerful passives and artifacts will be found later on, or at the low levels the demo is designed to leave you at, you won't see very large results. Well either way, the mooks all look great (and once you figure out how to cheese them, they fall pretty easily), the atmosphere and backgrounds are wonderful, and that boss is hard as heck. Good job for a demo. I look forward to the full release :)
Thank you for your input and for playing! We are working on fixing some bugs, the one with the chest you mentioned is one of them, we are glad you enjoyed this demo, and hope you enjoy our next release :)
If you escape from an enemy, sometimes your player map sprites will disappear. Also, I found the amount of backtracking just to get to where I was (and the fact that enemies respawn) disenchanting. They also inflict Blind too often for my taste. I do, however, really like the fact you can bunny-hop around the maps to get places faster :)
Thanks for playing and for your input! We hope you enjoy our next release and be able to give us more feedback!
Not comprehensive list of bugs:
I will likely update this comment to add more bugs.
Thanks for that valuable info, we are currently working on fixing some bugs, hope you enjoy our next release!
WARNING: Lots of bugs in this demo including soft locks, make sure to save often.
thanks for the heads up!
We would love it if you told us where you encountered bugs so we can fix them! :D