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A jam submission

Eternal Enigma: Avarice's AbyssView game page

A Rogue Clone
Submitted by JuicyChicken (@JuicyChickenDev) — 2 days, 23 hours before the deadline
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Eternal Enigma: Avarice's Abyss's itch.io page

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Comments

Submitted

i picked taylor because he looks like one of the guys from bomberman 

run 1:

how do i see my debuffs? i got frail'd at some point but i wasn't sure how it was affecting me

there were a lot of treasure chest/book icons, but it didn't seem like i could interact with them?

the spiders quickly overwhelmed me, and i wasn't sure if there was anything i could do!


run 2:

got back to the spiders, and learned that the explosion spell deals damage to me, too. thought this was funny, survived with 5HP left.

was surprised to see it open up to an overworld. very cool!

now that i'm in the burning dungeon with a friend, but it seems he isn't sharing EXP? are there plans to have EXP shared? poor new guy was still level 1 by the time i got to floor 4 and realized, rip big cheezy...


all the pillars in the middle of the map are awkward to manuever around


the game is very appealing to me! i like the idea of progression across dungeons and bringing in a party. i'd personally like to see:

- shared exp

- less obstacles in some dungeons

- more polish


but this is a fun start!

Developer

thanks so much for playing and the feedback,

I wonder if the debuffs need to be on the portrait or it's ok if hidden in the stats menu,

there are set decorations that look like pickups, I should replace them.

spiders are best fought in hallways where they can't multiply.

I thought the xp on last hit would be strategic but maybe it's not so intuitive.

Every game I make people say "more polish".

Submitted(+1)

vid: 

tl;dw uhhh  its a pretty bog-standard rogulike, and obviously its very wip but ill share a bit

the movement felt so.. weird like you move way too far or the tiles are too big

I don't know if you can attack diagonally but enemies definitely could which felt wrong

overworld is just so big and wasting tons of space felt really strange for there to just be a bunch of nothing, even the towns felt way too big, scale is way off with the game in general and if you fix it i think it would fix the movement feeling weird too, id also like to save in overworld, doesn't seem like there's a reason not to, you're not actively in a dungeon or whatever

the giant rooms with a bunch of enemies felt pointless, it doesn't lend itself well to a game like this where strategy and positioning are everything, its just a giant slugfest which i would've probably put the game down there but obviously giving the player a explosion tome was a 'hint' even though i had no idea what the tome did, i definitely figured out to use it on that floor, not sure if there were tooltips for items anywhere i didnt see them

i liked the party system though, its really cool, the ai goes nuts and its very hands-off, i like it a lot, feels very good to see them go in and whack stuff up and i dont even have to order them or anything

idk what the giant angry dark knights were meant to do but they just didnt do anything they just stood there and i could break them i guess?? 

anyway i think its coming along nicely from what I played last time? I think I played this at some point I don't remember if I have a video but I definitely did play it and it's way more interesting than last time 

Developer (1 edit) (+1)

thanks so much for playing despite sounding miserable the whole time lol.

I will take the comments into account for further updates. maybe the overworld is too big.

the overworld, dungeons, and towns are all procedural so it's hard to control very exactly, but I'll tune it. everyone seems to be annoyed at the inv size, but maybe I can make it an upgrade.


there is a button to aim without moving which helps to attack diagonal.

Submitted (1 edit)

A roguelike with a party, a pretty interesting premise and it worked better with multiple characters than I had thought it would. Well with 2 characters at least because that's how far I got. Played through starting dungeon and then went out into the repeatable one and finished a run there once.

Holding down a key and walking should be smoother, especially when zoomed out in the town.

Selecting/clicking on an item through the Inventory should show all its stats. It should show all of its stats too (in the Equipment screen too), for example the arcane wand increased attack to 13 (which it says, even though the wording is a bit awkward) but as you equip it apparently it also give +6 str.

There should be diagonal key binds.

Pressing Previous or Next in the controls screen sometimes puts you into the Audio menu.

Turn in place doesn't work with the alternate movement keys.

Its very zoomed-in in dungeons - would be nice if you could control zoom yourself.

Dungeon music gets too repetitive after a while.

The line of sight is very weird in some situations, e.g:

The tutorial box is way too large and intrusive, at least in dungeons:

Text is not always properly aligned in boxes.

Your item bag is so tiiiiiiiny, but maybe you can upgrade it? And I was surprised the chest in your house isn't actually a stash where you can put items...

While playing I missed having a "walk fast" button like many roguelikes have; you press that button and then a direction and your character will instantly walk as far as it can in that direction until it hits a wall or something is discovered/comes up - like walking into a trap or an enemy is spotted.

Developer

Thanks for the detailed report. 

I thought inventory would be fun to have to juggle but maybe it's too small. I like the idea to store items in the chest at home, but over the adventure you go to different towns. maybe it can be a magical chest that connects all storage for "reasons".

Submitted

Solid roguelite with a 'pre-rendered 3D looking' style that I like. I found moving around to occasionally move me too far in the direction I wanted to go (as if I were pressing the move key too long?) but that may be a skill issue. I agree with the below comments that the UI could be streamlined to give a bit more visibility to what's going on in combat. Perhaps a slight camera zoom out too as it feels a little cramped. Good stuff, keen to see more progress and dungeons!

Developer(+1)

bruh it's actually 3d...

thanks for playing and the comments. maybe I can let the user zoom in and out to their liking.

Submitted

Even better that it's real 3D!

Submitted

Funny looking game. A lot of the presentation was very jank, but so far as I can tell the rogue bones are solid, though I don't have much experience with rogue-likes.

Developer(+1)

hey bro thanks for the feedback. I'll try improving the ui. My personal preference is chunky but maybe I overdid it. It's also very helpful to see the video of the run. I wish you went 1 step further and saw the overworld.

Submitted(+1)

idk what's going on but I'm pressing enter when the game tells me to and nothing is happening and nothing is happening (web version)

Developer (3 edits) (+1)

I just tried in the web client. It should be space.  I think it's just a hint text issue.

Thanks for the report.


fixed for future builds