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.
← Return to game
Comments
Log in with itch.io to leave a comment.
this game is so fun
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.