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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