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(+1)

I gave it a try! Yeah, it really is pretty heavy—honestly, performance felt pretty tough on my end, which is a bit of a shame because the core idea is cool.

The 3D artwork looks nice, but since it's a roguelike and the camera seems fixed/unmovable, I wasn't quite sure what the 3D perspective was adding to the gameplay. To put it bluntly, would a 2D approach have worked just as well? Or were you aiming to experiment with AI-generated 3D assets? That's just something I was curious about.

For instance, the market and town backgrounds look great, but how do they tie into the actual gameplay? If they don't serve a specific purpose, it might be worth using lower-poly/simpler environment models to free up memory and system resources for enemy AI and character performance.

Also, having a huge swarm of enemies rush in all at once is exciting, but it felt a bit brutal right at the start. It might feel better if you ease players into it with a gentler learning curve.

The core gameplay loop is definitely fun, though! Keep up the great work!

(+1)

Thank you for your feedback! I've also been thinking about how to create a better 3D experience for players.

My goal is to make this a fun and engaging 3D shooter. However, the environment is quite demanding in terms of performance, and it seems to have caused some serious issues for players. I'm currently working on optimizations to make the experience smoother and more enjoyable!