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I came back where i left last time in the vamp stages...they were a good challenge. I was able to defeat the toad boss, i feel like he needs a little more states he should be more difficult. Overall this game is amazing keep the good work.

Thanks for the encouragement! it means a lot!  Any kind of positive feedback is like fuel when trying to finish a big long term project like this.  I spend so much time wondering if anything I'm doing is actually fun.  I'm changing things a lot as I go (the character, story, enemy behavior etc).. so stay tuned :)

excellent game, the minotaur its at a high difficulty for being the first boss xD

I like the game, I think there’s a good loop and fun gameplay.

I think there are a lot of small problems as of right now:

  • progression is not fluid; first levels seem repetitive, then difficulty suddenly spikes (in the level with trebuchets)
  • weapons are not introduced in a way that they can be tested well. Since they have a limited amount of uses, I tend to keep them for a difficult enemy, but then often die before. I think the items should unlimited, or given space to try in a safe area (at least after dying?) or given a sample of at the beginning of a run… Not sure how to solve it.
  • The enemies are different, but they’re not combining to make new interesting scenarios or challenges. The combat is always sort of the same, despite the enemies (ranged, melee, etc) seeming like their composition should change the challenge.
  • Not enough tell on when the archer is going to shoot. I often avoid too early.

But overall, pretty fun loop, pretty neat gameplay, I’ll be waiting for the next version!

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thanks for playing!

1.  yes I struggle with figuring out how to slowly ramp up difficulty while avoiding too much repetition.  I feel like the core gameplay will be somewhat repetitive no matter what.  I'm just trying to make the repetitive things somewhat satisfying and the levels short enough that you can play in small bursts.  it's a tough one to solve

2. originally I had the weapon drops happen between levels and it would give you some background info on what you're getting.  the issue was that if you died you would lose those weapons and then you couldn't get more weapons until completing the level you died in.  people seemed to find this too punishing and wanted to be able to pick up the weapons mid game.  one possibility is having a new type of weapon available as a level starts which encourages you to experiment with it.  if you die then the weapon is still there for pick up.  what do you think?

3. not sure how far you got but in the later stages I think the enemies do provide pretty unique challenges.

4.  he draws the bow but it is subtle. I can put an exclamation above him to highlight an oncoming attack.. or maybe make his bow draw longer.

Pretty fun, I do notice inconsistencies with hitboxes. sometimes attacks will just go right through enemies, and the range seems a bit off. ill try to attack an orc or whatever it is and it wont connect, then theyll attack and hit me. if the range is different thats fine but there should be some kind of visual way to show that, a bigger sword on the orcs or something. still pretty fun all things considered 

thanks for the input.  there were issues with the size of hitboxes which should be corrected now

This is a really cool demo! I would pay for this game.