I liked the Slay the Spire vibes with the enemies showing their intent. If you are ok with constructive feedback I would suggest rethink the UI, maybe reposition the items we have from left to somewhere else on the screen, maybe on the top on bottom.
Yep, UI needs some rethinking.
Look and title of the item don’t really matter, as effects are randomly chosen from the pool of predefined effects for each item (that’s why you can sometimes see armor healing you or giving you attack boost)
awesome! I love that. I don’t know how to contact you other than through here. Would you mind sending me an email to thegazepunk@gmail.com so we can work out what style you have in mind?
it's kinda interesting, but at some point scaling just goes out of the roof and the game becomes "get a good item or die". before I start speaking about my proposed solutions, let me state clearly what I think are the problems:
-it's almost always better to use items right after obtaining them
-the numbers scale up way too quickly
my proposed solution would be to make power escalation slower and allow the player to pick up 2 items after every turn.
another/additional way to incentivize players to keep the items for longer is to reward them for it. ie "take 3 damage. gain 4 shield. for every floor: gain +2 shield". that way players will think more about when to use the items, not only which one to choose.
another relatively interesting idea would be to add the ability to block as an action. currently you can only use items and attack, which is technically fine, but it's hard to make interesting strategies for it. block button could work in the exact same way as the attack button and get its own set of items. I definitely recommend it with the 2 items per floor suggestion.
the game is certainly interesting and I've spent ~2 hours playing it, and I think that it could have great potential in the future. I'm waiting for the future updates
Thanks for leaving very informative feedback, really glad you enjoyed it :)
I find idea with blocking action particularly interesting, I’ll keep that in mind for future updates.
← Return to game
Comments
Log in with itch.io to leave a comment.
I liked the Slay the Spire vibes with the enemies showing their intent. If you are ok with constructive feedback I would suggest rethink the UI, maybe reposition the items we have from left to somewhere else on the screen, maybe on the top on bottom.
One thing that confused me is when the game offered me two different items that did exactly the same thing (or maybe I mis understood what they give).
Yep, UI needs some rethinking. Look and title of the item don’t really matter, as effects are randomly chosen from the pool of predefined effects for each item (that’s why you can sometimes see armor healing you or giving you attack boost)
great work! I’d be happy to donate an original theme song and some sound effects if you intend to keep working on it.
Thank you so much for the offer! I’d love to see what you come up with for theme song and sound effects.
awesome! I love that. I don’t know how to contact you other than through here. Would you mind sending me an email to thegazepunk@gmail.com so we can work out what style you have in mind?
Add items that give small passive bonuses, and one bigger single use.
That’s sort already on my to-do list. Whether it makes it into this version of the game or not is still up in the air.
After receiving lots of feddback, it’s clear that items need a lot more love - which requires almost rewriting of everything.
Thanks on the input!
Strata Gameplay
it's kinda interesting, but at some point scaling just goes out of the roof and the game becomes "get a good item or die". before I start speaking about my proposed solutions, let me state clearly what I think are the problems:
-it's almost always better to use items right after obtaining them
-the numbers scale up way too quickly
my proposed solution would be to make power escalation slower and allow the player to pick up 2 items after every turn.
another/additional way to incentivize players to keep the items for longer is to reward them for it. ie "take 3 damage. gain 4 shield. for every floor: gain +2 shield". that way players will think more about when to use the items, not only which one to choose.
another relatively interesting idea would be to add the ability to block as an action. currently you can only use items and attack, which is technically fine, but it's hard to make interesting strategies for it. block button could work in the exact same way as the attack button and get its own set of items. I definitely recommend it with the 2 items per floor suggestion.
the game is certainly interesting and I've spent ~2 hours playing it, and I think that it could have great potential in the future. I'm waiting for the future updates
Thanks for leaving very informative feedback, really glad you enjoyed it :) I find idea with blocking action particularly interesting, I’ll keep that in mind for future updates.
Cheers!