The final facial expression floored me
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The final facial expression floored me
Very touching, very avangarde. I expected to see something like this in a film festival rather than newgrounds.
Very well-animated and smooth blend of different styles of animation on display here, and the premise is solid as well.
I highly enjoyed the game, it's been pretty fun.
The stylistic/thematic choices are very odd but nonetheless appealing. The drawings are gothic, dark with thick black outlines, and tend to kinda blur across in bold strokes, I can't tell if that's an issue of improper texture scaling or a stylistic choice that they don't look as sharp as they seem to be drawn, but it works nonetheless. The music is very smooth and nice on the ears, It's rather epic and orchestral, with very good use of naturalistic samples of instruments which don't seem to give off a synthesized vibe. The gameplay and balancing seem to be in a pretty solid place and I already can see quite a lot of potential for buildcrafting, best one I got so far is probably the 2-3 hit dagger being combo'd well with coins, which fed into the idea of having a rouge/brigand archetype, loved it. On the whole the game made want to play through it several times over, which is the primary thing which rougelikes can be regarded by.
I have two major complaints, one is pratical and another more philosophical. The game is very un-polished in some areas, which could be chalked up to it being a demo (default godot particles, fonts, menu bars, music just turns off after the first fight for me), and also the fact that, personally, I really don't think this game would be something I'd be willing to pay a premium for and dedicate a lot of time to, I'm sorry. The reason is that the gameplay just isn't very advanced or strategic to warrant having full undivided attention to it. Trinkets and ways to alter the outcome of a dice roll are fun, but in certian combinations of builds or dumb luck you can end up with a lot of turns where you don't get a whole lot of leeway to make use of these. You only get so many special dies, and you can only draw so many from your bag. I think the way this could be remedied is by making the drawing pseudorandom, thus ensuring that you draw at least 1-2 things which aren't a basic white die each turn, because when you get a board full of white dies (and that heavily depends on luck of your meta-progression through the map and the individual turn) the game's strategy just evaporates entirely and the experience turns into pure RNG.
P.S- you should consider porting your game to mobile as the format is very suited for it, and there isn't really a good premium-price mobile contender for rougelikes.
Great game, I especially love the part where I lost 5 consecutive times to random shell selection in case 2
It's rather cute and spry.
The gameplay loop is rather solid. Going around the map and seeking stuff to upgrade your equipment, fight enemies and overall level up before a fight you choose to engage with yourself keeps the game quick and lively. I also like the variety of items with effects and meaningful, palpable stat changes. The vector-based artstyle while generic is executed decently well in the sense of the environment feeling rich and enemies moving about rather naturally, albeit some attacks could use extra animations. The bosses were decent and varied.
I also want to pat you on the back for realizing how the game wouldn't be fun if you could draw aggro of several enemy squads at once so they relent rather easily.
There is quite a lot you could improve upon through. The autoattack system is a bit of a snore overall but is compounded by the fact it seems to be rather janky. The enemy priority is unorthodox and it can be frustrating to have something up in your face and only have the melee attack to handle it, when most enemies outrange you or shoot projectiles. The balancing is odd, where at later stages even after investing all my levels into my HP a generic slime cleanly snapped my head off with a single projectile with no room for me to react because of..
The camera is not great. It had a nasty habit of heavily lagging behind the character, where it would take about 10-15 seconds for it to "catch up" and adjust. This is the most obtrusive issue and I am not entirely sure why it happens.
Appreciate the detailed feedback. Seems people are not hype about the auto attack system that much and I have been struggling to get the right feel for the camera too. I am thinking on how to change these mechanics, and I am new to balancing. However I am glad you like the art style!
Very atmospheric and with a distinct mood, Laura's vocal track is very well-implemented into the song!
Atmosphere and mood are indeed what I strive to achieve so thanks a lot!
Is the cover (and your user profile banner) AI-generated?
The name is very fitting, sounds like a sombre, slow-burning forest. Very atmospheric!
May use as a theme for a dark forest area in a game :D
Yeah this needed to exist/10
Both very good character choices!
Very well-detailed and distinct character design!
Like to imagine myself as a critic
Male
Siberian forest shack
Joined on 11/9/20