Weirdly addictive. Upgrade paths are very linear; even the branching paths are nearly identical. It doesn't feel like I have much choice, I just have to keep picking the next upgrade until I have enough to make it through. Using multiple currencies exacerbates this. Still, I think it has potential.
Play game
Your party died again (Demo)'s itch.io pageComments
-The target reticle from selecting an item can continue into the upgrade screen if you don't use the item before you die.
-You can collect goodies after death, unsure if intentional but it's nice. Though why not just collect everything on death, if it's in eyesight.
-I think it'd be better to keep the keybind for items the same, a couple times I get messed up since the item gets used up and I press for another but it's moved. Assuming there aren't too many.
-Beat the game, it's alright.
Its slow. Stopped when I got the 3 fireball guys and I felt like the upgrades to get past them would take too long. I wish I could have it do a run while a was looking at different tabs. the RNG was funny sometimes: like sometimes the potions would be dropping like crazy.
Thoughts as I am playing:
* CRT filter was hard to read fullscreen. Fine if not fullscreen. Not sure if mac issue.
* 2 on potions made me assume it was the count at first. Was confused at the start why it would disappear on use.
* Slow. so slow
Really fun game! I played through the whole thing.
-I think the start is pretty slow. Once you get going the pacing is good but at the start you kinda just wait around and do nothing for a bit. Maybe a way to speed up the game could help?
-It would be nice to see if the upgrades unlock something new or not. Sometimes I would get things I don't need just because they may unlock something.
-The hotkeys should stay the same even if you don't have an active skill. If you're doing things fast and you get a new potion/heroic strike it can be annoying
Overall pretty good, I'm looking forward to seeing more levels
I played it through to the end and I liked it a lot!
Some thoughts:
- I'm not sure if abilities should change shortcuts mid play, even if you plan on there being more than 10 it might be easier to go beyond numerals, but keep the shortcuts static
- I played quite actively but I'm not sure if there is anything preventing a purely passive play (it might take a few more runs to get the abilities, but eventually every enemy gets auto-deleted)
- There could be a hint in the menu if there is anything purchasable in the skill tree, so I don't need to go in if there isn't
- The skill tree is hard to navigate and hard to read
- I not sure if randomness is good here or not, on one hand it rewards attentive play, on another it somehow breaks the mantric repetition, idk
Good stuff! I would like to see more of it in the future.
- CRT filter makes some text borderline unreadable, especially as you zoom out even a little.
- The "next available upgrade" button returns me to the start of the skill tree if there are no upgrades that can currently be bought.
- The gold that drops from enemies looks more like meat under the filter.
- This is coming from someone who does not enjoy incremental/idle games, but it's both too active to be 2nd screen content and too passive to be 1st screen content.
- It arguably becomes somewhat idle-able after a certain point, but it still needs some attention to respond in time which is pretty annoying. There isn't much I can do to get through the fights better, only things I can do worse (or not do at all) that will make me die.
- The chance of potions dropping is too random for how big of an impact it has. Some runs basically live or die whether or not you get an extra potion here and there. Towards the end, I made several attempts that almost killed the boss of the 2nd dungeon, and I finally did it just because I had one more potion drop from the group before the boss.
- I am really not fond of just throwing bodies to gain marginal progress with almost zero control over the situation (which might even fail because of potion RNG).
- It's interesting to think about how I need to save Strike to deal with a ranged enemy up ahead, and how the layout is always the same so I can plan ahead and route it, but the chances where this is relevant are too few and far between. It also becomes stale after repeating the same sequence so many times.
- The upgrades after getting the healer really aren't interesting. Single-use skills like curse are too precious to use on anything less than a boss, and simply blocking healing isn't that important if the target doesn't even get healed. (AFAIK, the boss doesn't heal, but I always just threw the curse on him anyway so I don't know if he does)








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