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Hey Ethan!

I played a current version of the game.

Here some feedback from me:

pros:

- Game has unique style, that's really great. I think there is great foundation for "game appeal" (important) effect. Just like you have your own way of building art, that is great advantage 

- I like how you design mechanic of fight, that integration of fast/strong attack is great approach to encouraging player to use both of them or even pick different tactic

- Juice mechanic has potential to be foundation for other mechanics, simple idea to make player "keep flow" when he keep avoiding mistakes etc.

- I like music you put in game, that is really matching this rouge-like style to get into "flow" of beating next wave of enemies

cons: (Probably it's early build, but just giving feedback for current version)

- Lack of health bar, I see there is way to die but couldn't understand when I am close to be dead. Probably that is something that will open discussion: can player regain health?

- Juice could give some more feedback for player, so I know now I in flow and have more power, probably this is matter of some visual effects. The same thing with loosing my juice

- Couldn't understand pass game mechanic, should I beat them all or just run to doors? Probably need some explanation in any way. Not sure but that could be probably solve by some tutorial with fiction layer explains player what is going on. (I did pass the game)

- Enemies could have better path finding, now they can just stuck on wall, that could just beak flow for player

- There could be better feedback that I punched an enemy, there is push back but event the simply shader could make it more engaging. Probably there is full topic of making fight more juicy with more feedback and animations

- Fight has potential for rouge-like, but there is some lack of dash mechanic that allow me to jump of enemy to avoid attack, maybe there is other way but just make fight more dynamic


Overall you have solid idea for rouge-like game with unique style. In my opinion with more polish you sure can get that "game appeal" effect.

Keep it up!

Pavelee!

Thank you so much for your kind review of my early build! Truly, you're the greatest!

I see where you are coming from for sure, there isn't a lot of direction for the player right now, and it lacks proper incentives and juice to keep player flow. Additionally, the combat can make use of JUICE to add layers to the combat mechanics that would be engaging and fun for the player to discover. Enemies are a bit dumb, yes haha.

I'm working on a full overhaul, and hoping to get it out by this upcoming January! Also working on a Steam page :)

-Ethan

1. has a cool vibe and artstyle and music so thats great

2. the juice bar filled should have a special attack that fires like a spin attack or something like that ?

3. collision of walls slightly weird, the respawning seems like whatever, doesnt feel consequential enough i guess. the openings for the doors... like on the wall top pattern it could have some kinda indication like ]  [   or something 

Thank you for the feedback! Definitely the JUICE BAR could use a secondary function other than to just show your current power, thanks for the suggestion!