Good potential
Yeah
FLFried lice
Nice and Simple
Love the straightforwardness of the game and the gameplay. I wish there were more options but I know this is a new game and developer so I’m just excited for the future
NRNatty Rayn
Good concept; lacking execution
EDITED for brevity:
Love the roguelike, but there are some glaring issues.
1) The "unarmed" attack option needs to always be available.
2) Needs class descriptions.
3) Needs a " stats" page, including total equipment bonuses.
3-a) Equipment descriptions should expand when tapped on, but this does not mean you should remove the "expand all" button.
4) The game is far too short when it should be "endless."
5) Transaction nodes (store/offer/upgrade/restoration nodes) are almost always present in the first few tiles, usually making those particular ones detrimental to the run. <- This wouldn't be a problem if the game was "endless".
5-a) Restoration nodes should never be back-to-back, and should never be lacking both healing options.
6) Get rid of the hex-grid background image on the map. It only makes the connections harder to see.
7) "teleportation" nodes need clearer tooltips/descriptions.
8) Need to add the ability to backtrack to previous nodes.
9) Theives steal your gold but don't drop it when you kill them, which is outright nonsensical.
10) needs a "run away" mechanic that forces you to the next node.
11) The big boss is basically Goku, which borders on lazy and uncreative.
12) Mini-boss effects, such as preventing you from healing entirely, should be broken up into randomized individual effects, i.e. "prevents healing from [weapons/armor/accessories/potions]" instead of being a blanket effect. <- A boss should be incapable of preventing you from healing entirely, that is, until you get to the point where bosses have at least four "boss effects".
Love the roguelike, but there are some glaring issues.
1) The "unarmed" attack option needs to always be available.
2) Needs class descriptions.
3) Needs a " stats" page, including total equipment bonuses.
3-a) Equipment descriptions should expand when tapped on, but this does not mean you should remove the "expand all" button.
4) The game is far too short when it should be "endless."
5) Transaction nodes (store/offer/upgrade/restoration nodes) are almost always present in the first few tiles, usually making those particular ones detrimental to the run. <- This wouldn't be a problem if the game was "endless".
5-a) Restoration nodes should never be back-to-back, and should never be lacking both healing options.
6) Get rid of the hex-grid background image on the map. It only makes the connections harder to see.
7) "teleportation" nodes need clearer tooltips/descriptions.
8) Need to add the ability to backtrack to previous nodes.
9) Theives steal your gold but don't drop it when you kill them, which is outright nonsensical.
10) needs a "run away" mechanic that forces you to the next node.
11) The big boss is basically Goku, which borders on lazy and uncreative.
12) Mini-boss effects, such as preventing you from healing entirely, should be broken up into randomized individual effects, i.e. "prevents healing from [weapons/armor/accessories/potions]" instead of being a blanket effect. <- A boss should be incapable of preventing you from healing entirely, that is, until you get to the point where bosses have at least four "boss effects".
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HHerStarshine
Cool, but won’t let me win
I’ve been through so many different runs in the game, but the only optimal build route seems to be getting a simple shiv and making sure you get add damage upon hit as a mage player. It feels really lame and silly to have to use a dagger instead of magic, but at the end when I finally got to the second to last node on the map, it was the shop every time I click on it. It crashes my game so I can’t even win the game.
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SShiftt5
Fun rougelike
Great gameplay loop, wish there was music
JJvg33’










