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I'm usually pretty good at quick time events, but i failed the 4 hit combo a lot which felt extremely punishing. Less damage, less ap charge, and the combo goes down next turn. In the Slay the Spire formula, taking any extra damage is extremely punishing. The QTE's could be made easier or clearer, but I'd personally love to see them replaced by something with more thematic relevance and that doesn't pose as much of an accessibility hurdle.

 Maybe an out there suggestion, but smaller health pools that regenerate between fights might capture the feeling of a fighting game better, where it's okay to take risks as long as you maintain an edge of skill over your opponent.

One thing that bothered me a lot was going through the pause menu to set skills, which paused the music. It makes setting skills feel like changing a setting rather than a gameplay mechanic

1. Thanks for playing! :D
2. This is really good feedback, so thanks for taking the time to tell me about your experience here.

I think you're right about the inputs. While the combo inputs are meant to be skill based, they're probably a bit too punishing as is. This game is very much inspired by DBZ: Legendary Super Warriors and its combat, which is where this input system comes from. Despite that game's fans liking them, I know they're not for everyone and I do intend on doing something to further improve that experience.

Regenerating health to make it feel more like a fighting game isn't an out there suggestion at all. In fact, the ARCADE mode (not in this demo) actually restores health fully between battles like in a normal fighter and doesn't contain any roguelite elements. Perhaps I can experiment with smaller pools and/or partially restoring health after combat during the roguelite mode though :)

What you mentioned about the music -- you're right, that just flat out sucks, I'll fix that ASAP.

Again, thank you so much for playing and for leaving such great feedback for me!

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Very fun

Glad to hear it! :)

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Wow, polished stuff! I really liked it, and the UI was pleasant to use. I felt like I didn't have much to do in the defense phase, and was hoping for some kind of way to further mitigate incoming damage, like dodging etc. but maybe I just didn't engage with the position switching as much as I should've. Very cool either way!

Thank you so much for playing! I'm glad you enjoyed it <3

About mitigating damage further, there are three skills available in the demo for that purpose:

Counter - Prevents an incoming attack and deals a small amount of damage to the opponent.

Sidestep - Dodge a projectile attack.

Burst - Prevents melee damage.

You may not have gotten any skills during your run (from either treasure chests or vending machines) or at least not any of the defensive ones -- sorry about that :(

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Ooh, ok! Never mind my comment then. They just didn't come up during my run.

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Definitely enjoyed the demo! I think an optional tutorial to cover the basics of the game may be appreciated, like the other comment noted. Otherwise, pretty great game you have so far!

Thank you! I’m glad you liked it! :D

Hard agree, I think I’ll need an optional tutorial battle.

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I finished the demo winning, I think that’s an excellent start :) One thing to improve: the role or effect of changing positions is not clear to me.

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Thanks for the kind words and thanks for playing! It means a lot :D

So, in the starting position (center) you get a short timer boost of 0.3 seconds while inputting combos. The front position gives you +8 ATK and the back position gives you +8 DEF.

I'll work on making that more apparent in game.