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Dreadjaws

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A member registered Nov 12, 2016

Recent community posts

Saw your message about this on Twitter, so I came to try it. I only played with the Wizard, but I did complete a run through the end so here's my feedback:


- Gameplay loop on its own is really good. Obviously inspired by the likes of Slay the Spire, but being able to exercise some mode of control with the aiming is a fantastic touch that gives the whole thing an entirely different strategy.
- Being able to manipulate the environment to harm enemies is a great idea, though I suggest some way to make this more interesting by making it so it might not always be helpful (say, you intend to crush an enemy with a falling wall but it hits another obstacle on the way down and gets propped in front of him instead, now providing him with unintended cover).
- Aiming is good, but maybe there could be a way to adjust angle and not just distance. Don't know if that'd mess with the planned difficulty, but it could improve the strategy side of things.
- Being forced to spend your remaining attacks after all enemies are defeated is pointless and time wasting. The battle should end immediately instead.
- Bullets keep hitting enemies while standing still. I don't know if this is intentional or not, just pointing it out. It does make things a bit easier, though. Perhaps you could implement a system (unrelated to the existent modifiers) where you choose from different bullets to load in your guns before starting each battle. So some bullets can do more damage but disappear upon hitting the floor while others could do less damage but stay longer and hit more times. Don't know, just an idea.
- Also, I don't know if you already intended to do this (I assume you do), but you should really implement branching paths.

That's all I can think of for the moment. I'll continue to follow the development of it with interest, as it's very promising. Take care.