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(+1)

Quite good! I like the glitching effects (teach me your ways I also tried doing glitchy effects but they were quite more generic) I like the music and the vibe generally. the boss fight was cool. just a very good entry.

and as much as good things can be said about it there is quite some feedback: 1- I hated how the player has to stop moving to play, yes it makes it harder and more balanced probably but it makes it frustrating in the bad way IMO. could have just increased number of enemies 2- the attack speed increases didn’t feel worth it compared to dmg increases at all, even though they would have solved partially the problem in point 1. so this makes it both frustrating and actively trying to make it less frustrating is not the optimal way to play 3- it’s advertised as what a roguelike would be. every run is different yadayada. but you have 1 attack type, and the enemy types gradually come in the same manner no matter the run. so what’s random besides the upgrades exactly? 4- would have done well with some more high pitched sfxs like for when collecting upgrades of killing an enemy

OVERALL very enjoyable entry and I think it’s pretty expandable. goodjob!!

Thanks a lot for the detailed feedback! I appreciate it! Your comment made my brain glitch a bit tho hahah :p

I made the game in just 5 days, completely solo, so you understand I had to make quite a few compromises and didn't even manage to implement 15% of what I imagined the game could eventually become :c (It's not an excuse tho ! :p)

The roguelike aspect is definitely one of those things. I had a lot more ideas for different attacks, enemy variations and more randomness between runs, but I simply didn't have enough time to implement them. As for the random elements currently in the game, only the characters and upgrades are randomized.

For the movement, though, I actually disagree a bit! Having to stop to attack was intentional. I wanted to prevent kiting and make positioning more important. Adding more enemies wouldn't necessarily make the game harder in the same way, since you could still just run around while attacking. It was meant to create a different kind of difficulty. Making the Knight unable to kite but simply making him tankier wouldn't be particularly interesting either.

And like you mentioned in point 2, Attack Speed also reduces the downtime between attacks, making the stop-to-attack mechanic less punishing. It's actually a pretty strong upgrade overall, although I think going full Damage is better for the Knight.

I'm honestly a bit disappointed with the balance and the coherence of the game world myself, but well... It's still just a prototype :p

And thanks for the kind words about the glitch effects! That was probably the part I had the most fun working on, even though shaders are a pain in the ass hahah. I also tried to add some glitch effects to the monsters, but it wasn't really worth the time I had left :c

(+1)

yeah it’s okay! I loved the game overall and I understand the vision behind the movement stopping stuff. I’m sure with scale the game will balance itself out (:

Hope so! Maybe not, though, and if that happens, I'll count on you to remind me hahah :p