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easy to jump into, straight to the point fun <3

(+4)

I had fun with this one. Very simple but a lot of fun, and the soundtrack is very catchy!

I do find the bounty system a little frustrating, though. There are many runs where I end up short of money because I get almost nothing from the combat. Since the reels desynchronize a little bit it doesn't really feel like I can get better at anticipating when to hit the button, either. Perhaps I'm just bad at it, but it kind of feels like I lack control over the outcome, if that makes sense.

(1 edit)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Bugs:

- Typo "you are poisonned" -> "you are poisoned"

- I noticed after I killed the slime and other enemies still existed. I see on the UI that the HP is still showing slime 5/5

- Antidote description has a green "S" in confusions

- When it says you are poisoned and burned. it seems like it could use a space between each mention.

- burn / poison effect description has a grammar error: damages -> damage


Feedback:

- I like the UX of the slots when attacking or taking hits. It reminds me a bit of mario party haha

- I was expecting a full on roulette, but I like the fact I can choose when to stop it.

- I really like the art style. Gives me an old school vibe like Legend of Zelda Oracle of seasons (one of my favorites when I was younger haha)

- I feel like it's a bit hard to grasp enemy health sometimes. I noticed my eyes naturally float up above enemies, then I look to the left.

- Game feels a bit easy so far. I felt some stakes at the beginning, but maybe I got lucky.

- I don't know what +4 loot values in bounty means

- I think the full HP gain between each section makes it a bit easy (give this a grain of salt. I used to play tons of slay the spire haha)

- I like the item durability, makes you want to look for more weapons instead of assuming one sword'll always work.

- Didn't know continue would still play my last run that I lost (possible bug)


Suggestions:

- I think it'd be more punchy when multiple enemies hit you, it goes one by one. (very quickly)

- When you hover on the slime, it might be good to highlight which slime you are looking at in the UI

- I think some use of particle effect in the following areas might add some more flair:

-> When you click your attack weapon before the slot goes up

-> When you hit the enemy, particle effect

- Could be neat when the slots are up to be able to see what each icons stand for in a small legend

- Could be neat to have some slot possibilities to be random or multipliers

- I'd love for some slots to have some sort of crit possibility.

- Perhaps another bounty option can be XP or consumables (albeit super rare)

- Could be neat if some effects there is a small chance you are able to wade off the effect by one of the slot options (i.e. when you are burned. maybe there's a blanket that would take off the burn effect)

- When you get something from a chest, perhaps a quick animation of the artefact popping out. and tell what the effect of the artefact is.

- when you click sell in the shop, the options are a bit confusing there is "BUY", then the items you can sell"

--> Could probably use a back arrow 

--> also could style buttons that change menus to be a bit different then the items that you sell / buy.

- Could be neat to have some bit crushed SFX for the enemies when they attack / get hit. i.e. the wolf barking when it attacks. or a man going "UGH"

- After hitting the enemy, it might be good to auto focus  the HP preview on that enemy

-I think the enemy HP being a progress bar might be good to use for quick ref for the player how close the enemy is dying.

- I feel like consumables can be styled a bit differently compared to the weapons. Also maybe letting player know that consumables do not consume a turn.

- I like the cheese artefact so I can multi rest at the campfire sites until enemies come. It helps differentiate it from STS

- For combat Would be nice if I had the ability to go back on my choice. i.e. I didn't mean to use knife, but I clicked it. now I have no choice, but to use it. 

- Could use some more animations for the character to indicate damage. (i.e. full health anim <looking lively>, below 50 <a bit weary looking with some bruises>)

- Maybe this is too STS. but I could definitely see events happening in this with the slots. Like hitting the targets, or doing rock paper scissors haha.

- When I get healed by potion. I am confused on how much health it'll heal me by

- The positioning of the heart is a bit inconsistent. for you the heart icon is on the left. For the enemies, heart icon is on the right.

- Some more Battle Music would be nice to have 

- Would be nice to have options while in game (so player can modify sounds, game speed, and go back home.

- Interesting thing to note, after I refreshed page. I clicked new. Refreshed page, clicked continue, and it was my older run from earlier. Not the fresh one I just started. Usually in most rogue-likes a new run would mean a destruction of your current run.

- I feel like dying could feel a bit nicer to the player. Perhaps a summary of what they did, how far they went, maybe a quip from the player before he dies or like a small animation where he grunts and falls to the ground.

Wow that's awesome, thank you so much for the detailled feedback !!!

Loved the concept and art style!

Died in world 3. Fun! I had 33 coins tho and couldn't find anywhere to spend them--my rng on the merchants was horrid :(

Really good game however, on my playthrough healing items seem to be bugged to the hell and back, potions just straight up don't work, and staff ignores the Water spirit artefact. also it would be cool to have a way to restart a playthrough easier

(+2)

Neat game although it needs -the twist-.

Like, I love the idea of everything is roulette, but pseudorandomness is a bit meh, a bit more options of direct control over the roulette would feel better.

There's also the possibility of getting 0 money on several fights on some runs and being unable to get any weapon besides the starting ones (punching is hella boring there).


As a prototype is a perfect idea tbh, very neat, would play it a whole lot if it had a real thing going.

1st try win?

The game starts off really hard because I'm not used to the timing yet but after I got a bunch of reel-adding artifact, +1 attack level ups, and confusion/stun effect, the game mostly becomes a breeze

not sure if I'm just incredibly lucky or if that's intended but regardless I had fun with this one.

is it just me or is this game really hard.

maybe I'm just lucky but you should prioritize getting attack upgrade on your level ups and getting the warhammer. the belt and power ring artifacts are also good to get and if possible go to every chest cuz, if you're good, you could always get 3 diamonds for a free artifact there. That's what I did on my run and I was able to reach the end.

i managed to beat it.. thanks tho. i do remember starting the run luckier than usual with a few chests in the first section and i got warhammer later on

Nice! Warhammer's confusion and 2 target hit can help early on with group enemies. I was lucky near the end of the run and got a morning star which hits all enemies in the front which is amazing.

(+1)

A great game with the main detriment of rolling 0 bounty so often. Shops can be worthless until later floors and loot rooms don't or rarely drop weapons.

(+1)

The game is fun, but it is a early vertion of the game and it shows... First the game suddently spikes in diffeculty going from way to easy to 5x the diffeculty. secondly the deckbulding is bad wich is a problem since that is a large part of the game. First of all almost the hwole game is random meaning chosing a opptimal build is almost impossible. Furthermore some artifacts that shuld not have a possibilety to be drawn mulltible times like watherspirrit (Turn all healing to its max value)(Sidenote the watherspirit is purly vicual even if it is not suposed to). Moreover some artifacts nerf sertan weaponds, like gloves (add 5 to all weapond valuepoles) adding the possebilety for your HEALING(life) saff to hurt you. In total you get a game wich while fun, is almost compleatly random with decbulding that is weeker than most. allover 3-4/10

Also the values of stuff is offten completly difrent form the visual

(+2)

I love gambling.

like

THIS game rocks i just played through the entire thing and it was AMAZING!!!

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I really loved the game, it’s very fun and unique.

So fun

Really enjoyed the game! A bug, though, every time I fight the boss slime I get a stuck slot on one of my attacks and it freezes the game.

I made this short (in spanish lol) about the game. Ist so fun!

(+6)

Very addicting! I don't play very many roguelikes but I wishlisted this immediately. I have some feedback about Burn and Poison artifacts (forgot names). I feel like they lowered my damage because instead of rolling a guaranteed 1-3 damage with a weapon, I'd get a Burn/Poison damage effect with a large chance to do 0 damage. It also adds lots more time due to the extra rolls. Felt like I got too many 0 rolls for loot also.

(+3)

Totally agree. Consistently getting 0s on bounty was excruciating. 

Such a good game! but the hit box for the button is not at the place

(+4)

Oh good! Another roguelike to get addicted to when I'm procrastinating at work

(1 edit)

I love so much finding new ways to play dugeon crawler like that !! How did you find this idea ?

also it would be good to have something like a real slot machine (like if all the numbers are the same, double the damage value)

fun game. managed to beat 2-3 times.
found a little bug today. the fire spirit-artefact adds to the damage but not to the numbers on the rolls. I got a 1, 2, 1 on the rolls but dealt 10 damage cause of the artifact.

the game is fun but i have one note artifacts effect doesn't stack.

(+2)

this needs A  LOT of balancing in order to play and actually have a good time. getting more health is the worst thing you can level up with bc you get like 3 hit points until you go to the next area. rewards give you maybe 3 coins if your lucky. items you NEED cost 10 to 20 coins. resting gives you maybe 10 hp back before its too dangerous to be there. the confusion affect practically kills runs because of how powerful it becomes.

in short this game needs a lot of polish and balance fixes. still even with all that this game shows extreme potential as it is still addicting and keeps you trying constantly. 

(-2)

I like the idea of the game, but I think it would make more sense to use a dice instead of a slot. Something more random would give a sense of danger and add a certain seriousness to the game.

(1 edit) (+1)

Artifacts can't be deleted, sold, destroyed... I don't want to use shitty artifacts and there's no way to remove them from my stash.

It's a fun and addicting game!

I feel like this can use some more balancing. It feels hard to progress if I have terrible luck/skill with all the rolls.

(+1)

0 as a reward seems preety bad . if you are a new player its VERY unfrogiving if you miss a roll in a bounty

Fun game, but I wish that the wheel was a bit slower so It wouldnt be as much rng! Like add a new mechanic to make the wheel slower!

Thanks for this! It's an awesome gameee! 5/5 Whishlisted!

really nice idea, wishlisted!

(+2)

Love the concept, very easy to learn, difficult to play! Having 0 as reward feels really bad, if at least you got 1 would feel much bette.

(+1)

Solid game bro. I likeded dis one

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Are you still working on the game, developer?
If so then I can help with ideas on new stuff to add.

(+2)

Yes, you can join the discord, the link is on the page :)

(-1)

First, I can't use discord. My mom won't let me do it yet.
Second, here are some ideas for new stuff:
Tiles:
Recharge Tile: Recharge a rechargeable weapon if a roulette with 3x[blank, blank, blank ,recharge] spins recharge at least once.
Recharging makes its uses go back.
Weapons:
Bow (costs 10 coins) 1x [0,0,6] to one enemy at the back, 30 uses.
Dagger (costs 15 coins) 5x [1,1,poison] to one enemy. 15 uses.
Laser Gun (costs 25 coins) 3x [1,2,3,4,5] to one enemy. 10 uses, rechargeable.
Electric Sword (costs 10 coins) 2x [1,1,2,2,3] to one enemy. 10 uses, rechargeable.
Normal Saber (costs 20 coins) 2x [1,1,2] to all enemies. 15 uses, rechargeable.
Fatal Saber (costs 20 coins) 3x [1,2,5] to one enemy. 15 uses, rechargeable.
Environmental Saber (costs 20 coins) 2x [1,1,heal 2 to self] to all enemies. 15 uses, rechargeable.
Burn Saber (costs 20 coins) 2x [0, burn, 2] to all enemies. 15 uses, rechargeable.
Poison Saber (costs 20 coins) 3x [0,0,poison] to all enemies. 15 uses, rechargeable.
Other stuff:
Change the word "artefact" to "artifact". I don't know HOW you manage to misspell a word you use all the time in this game.
Make it more likely to actually get bounty gold. I always get all 0's on it, and that feels unfair, especially after a big fight.
Make it the roulettes a bit slower. I don't like that when I level up, I just can't get my favorite level-up no matter how hard I try to do it. (which is +1 base damage)

(1 edit)

'artefact' is a common alternate spelling recognized by dictionaries including Merriam-Webster.

(+1)

It's also how we spell it in French, hence my mistake

Also I just beat the game

Super cool game! Little too much with the HYDRA just out in the open, though-- I don't know if you're supposed to have a higher health at the point I'm at, but I had like 80 (150 total, only healed up to 80), and I'm sorta locked at this hydra with 300 that I can't beat.

Crash when i meet five head snake! 

(-1)

Damn!

(+2)

Great game, I just dont like the rewards being also rouletted. Feels terrible to win a fight and get  zero reward. Gamba is fun but that goes a bit too far. If it's gonna roulette rewards, let zero be very very hard to happen at least.

We made a video covering your game! This was such a unique gaming experience for us! Wow!

It was really cool feeling like there was a lot of RNG to the game while also giving me the same feeling of having some control over what I was doing!

As a big fan of Slay the Spire, I really liked the ability to pick where I'd want to go next on the map!

If you're planning on adding more to your game, I'd suggest giving the player the option to sell their relics to the shop keepers. I bought a relic that gave me the ability to poison enemies, but found it drastically reduced the amount of damage I was dealing. I may have been able to get farther had I been able to sell this relic, but this didn't ruin my overall experience of the game in the slightest.

The slot mechanics you've implemented kept me thoroughly engaged throughout my entire playthrough! It was especially fun adding more and more slots to my attacks with the various relics and level up bonuses offered throughout our run!

At one point, my next attack and level up reel overlapped with one another. This didn't break our game, I just couldn't see what option I was choosing for my level up bonus that time around. Once I got my level up bonus, everything continued to work properly!

The enemy designs were really fun! I thought the blobs were really funny while the knight and sorcerer were both really cool!!!

There's a lot of passion in your game and a lot of fun game tropes you've added those slot reels onto! I greatly enjoyed playing through this and eagerly look forward to any updates you might add onto it!

Thank you so much for your time and thank you for making this really cool game!!!

It's also a bit weird that when you start a new game after dying, your "fresh" weapons carry over the remaining uses. I just died and when I started, my dagger only has 11 uses.

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