2 times in a row died on mushroms, when they are suddenly becomes almost invulnerable and deals much much more damage, didnt understand - what I did wrong? Zero problems before this stage (after the dungeons, on grass), was pretty easy.
Very nice game btw, especially in the hero building part. Interesting items, abilities, weapon mechanics.
But battle mechanics are not good enough, for my tastes. It is hard to understand - what's happening on the screen. The playing field is too small, too many special effects, important actions has same visual accent as others, wich makes game visualy mess. Player hitbox is hard to understand. With this type of close view (aka fighting game) - combat mechanic is too easy - just hold the button; usually fighting type games and other slashers pays more attention on players combo, block, dash and other input-related fighting mechanics. While bullet-evading games (like this is) - makes characters much smaller to let more space (and visual accent) for bullets and "red-circles". In this game, the character is drawn in low-resolution pixel art, which makes each pixel is 100x100, which doesn't look very good. Also character moves slow (without upgrades) and this is also feels and looks bad (if aproximate character size to its moving - speed is about 0.3m/s, people walks 5 times faster).
I didnt understand, why second weapon and alternative attack? It can be played with autoaiming and holding LMB (better it will be with autofire I think)
Oh, I get it, there are little white text button "monsters" in the main menu. It is hard to memorize all the monsters and their weaknesses to elements. Game has lack of monster elemental special indicating during gameplay. Like, icons for weakness and attack type above the enemy or "effective", "not effective" like in pokemon game, so player can learn this during gameplay. And understand different weapon reason also.
Love the game. Already addicted. Will buy the day it drops (assuming its not $80). Few things tho:
1) I'd really love a way to save during runs so I can play during breaks at work.
2) I'd also love an over arching story arc.
3) he cat's dialogue boxes can (and will) cover important stuff. both on the menu and during runs. However the menu one is the most annoying.
4) The flames from being a dirty little filthy nasty thief also cover WAY too much of the screen. If they were smaller or were there for a lot less time, that'd be great.
5) when hovering over "other stats" in the in run menu, I cant check the meanings of the various stats as the window disappears when not hovering the other stats button. There is a similar bug (or feature) in the menu when trying to read already equipt weapons, but this can be circumvented by just checking them on the wardrobe at the bottom.
6) I dont know if I just havent noticed it, but for the talent that revives you after taking a fatal blow, i dont see an indicator telling me whether or not its up.
7) I'd appreciate a dial (or the option of a couple dials) maybe in the right hand corner that tells me how long runes I have left on the various runes and active talents
The itch CDN is shutting down, and itch is migrating to a new CDN that requires using a new domain. This is going to invalidate save data for all HTML games.
Would you consider adding saved-game export and import, please?
Finally! All (non-demo) talents have been picked! Now to focus on demonics. Nothing new since last time, except that I got demonic Dragon Claws. 15/23 demonics! (I got 100% monsters long ago, not like it's difficult or anything)
On my quest to 100% the game, somehow made it to the forest of NOOOOO. Was doing a Wilhelm tun and had just got Azrael's Final Form for the first time. All that's left to do on my 100%ing checklist:
Get Samael's Final Form
Get demonics for:
Steel Blade
Ruby Shield
Dragon Claws
Icicle Spear
Expanding Crystal
Cooling Gloves
Cleansing Amulet
Grand Lich's Rib Cage
Grand Lich's Hands
----------
Also, a few things I noticed:
Why does the demonic for Thor's Hammer say Thor's Demonic Hammer, when (for example) the demonic for Ampere's Gauntlets says Demonic Ampere's Gauntlets? Not sure if this shows up anywhere else, just an inconsistency I noticed.
Also, there's a grammar mistake in the description for floaties. It should either say "have drowned" or just "drown" instead of "drowned" at the very end.
Just came here from backpack battles and I have to say you are amazing at making Enjoyable and Addictive games. Seriously I think you could make literally any type of game, slap Furcifer's face on it and it would be one of the most fun games I've played. The art style for both this and backpack battles is good too, even when a million things are happing in a run it doesn't hurt my head to look at and it's fairly easy to follow.
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2 times in a row died on mushroms, when they are suddenly becomes almost invulnerable and deals much much more damage, didnt understand - what I did wrong? Zero problems before this stage (after the dungeons, on grass), was pretty easy.
Very nice game btw, especially in the hero building part. Interesting items, abilities, weapon mechanics.
But battle mechanics are not good enough, for my tastes. It is hard to understand - what's happening on the screen. The playing field is too small, too many special effects, important actions has same visual accent as others, wich makes game visualy mess. Player hitbox is hard to understand. With this type of close view (aka fighting game) - combat mechanic is too easy - just hold the button; usually fighting type games and other slashers pays more attention on players combo, block, dash and other input-related fighting mechanics. While bullet-evading games (like this is) - makes characters much smaller to let more space (and visual accent) for bullets and "red-circles". In this game, the character is drawn in low-resolution pixel art, which makes each pixel is 100x100, which doesn't look very good. Also character moves slow (without upgrades) and this is also feels and looks bad (if aproximate character size to its moving - speed is about 0.3m/s, people walks 5 times faster).
I didnt understand, why second weapon and alternative attack? It can be played with autoaiming and holding LMB (better it will be with autofire I think)
Oh, I get it, there are little white text button "monsters" in the main menu. It is hard to memorize all the monsters and their weaknesses to elements. Game has lack of monster elemental special indicating during gameplay. Like, icons for weakness and attack type above the enemy or "effective", "not effective" like in pokemon game, so player can learn this during gameplay. And understand different weapon reason also.
Solid game. Ready for full release. I like the ability to almost fully customize your horde of minions / synergize with your attacks.
does anyone else feel like the dark fire fight is too easy?
i had fun. thanks
why the heck is all my progress gone??!!
bad news...
https://itch.io/t/3099694/notice-for-html-game-devs-upcoming-change-to-cdn-domai...
aw man
Love the game. Already addicted. Will buy the day it drops (assuming its not $80). Few things tho:
1) I'd really love a way to save during runs so I can play during breaks at work.
2) I'd also love an over arching story arc.
3) he cat's dialogue boxes can (and will) cover important stuff. both on the menu and during runs. However the menu one is the most annoying.
4) The flames from being a dirty little filthy nasty thief also cover WAY too much of the screen. If they were smaller or were there for a lot less time, that'd be great.
5) when hovering over "other stats" in the in run menu, I cant check the meanings of the various stats as the window disappears when not hovering the other stats button. There is a similar bug (or feature) in the menu when trying to read already equipt weapons, but this can be circumvented by just checking them on the wardrobe at the bottom.
6) I dont know if I just havent noticed it, but for the talent that revives you after taking a fatal blow, i dont see an indicator telling me whether or not its up.
7) I'd appreciate a dial (or the option of a couple dials) maybe in the right hand corner that tells me how long runes I have left on the various runes and active talents
Fantastic game.
The itch CDN is shutting down, and itch is migrating to a new CDN that requires using a new domain. This is going to invalidate save data for all HTML games.
Would you consider adding saved-game export and import, please?
This
I love how you have all these different magic wands and then there's just... a gun. I CAST 9MM!
(Also Britta turns it into a lag machine
great demo couldn't bring myself to stop playing
Finally! All (non-demo) talents have been picked! Now to focus on demonics. Nothing new since last time, except that I got demonic Dragon Claws. 15/23 demonics! (I got 100% monsters long ago, not like it's difficult or anything)
On my quest to 100% the game, somehow made it to the forest of NOOOOO. Was doing a Wilhelm tun and had just got Azrael's Final Form for the first time. All that's left to do on my 100%ing checklist:
Get Samael's Final Form
Get demonics for:
Steel Blade
Ruby Shield
Dragon Claws
Icicle Spear
Expanding Crystal
Cooling Gloves
Cleansing Amulet
Grand Lich's Rib Cage
Grand Lich's Hands
----------
Also, a few things I noticed:
Why does the demonic for Thor's Hammer say Thor's Demonic Hammer, when (for example) the demonic for Ampere's Gauntlets says Demonic Ampere's Gauntlets? Not sure if this shows up anywhere else, just an inconsistency I noticed.
Also, there's a grammar mistake in the description for floaties. It should either say "have drowned" or just "drown" instead of "drowned" at the very end.
Just came here from backpack battles and I have to say you are amazing at making Enjoyable and Addictive games. Seriously I think you could make literally any type of game, slap Furcifer's face on it and it would be one of the most fun games I've played. The art style for both this and backpack battles is good too, even when a million things are happing in a run it doesn't hurt my head to look at and it's fairly easy to follow.
TLDR: Your games are Super Fun and I love them.
can fire be spawned consistently? or are they random, I haven't played in a while and cannot find them
after about 3 runs going through the dungeon twice in each
I'd hope that the Trojan my antivirus picks up in the zip file is just a false positive...
Yes, it is...
...but can I be trusted?
the game is reaaaaally great
There is a bug: the boss (one of those queen wasps) is underneath the screen and i can't hit it, not it will come in the screen, so i'm stuck
I had the same issue with a queen wasp getting stuck underneath the screen.
I enjoyed this a lot! The content is so abundant!