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In the full game, could you offer the ability to sell items? I hate getting the razor blade because it's self-damage is terrible for sustain and I do better in long battles without it. So when it's given as a random reward I just feel cheated since there's nothing I can do with it and the game will now try to warn me about the unused item for the rest of the run.

Dang it softlocked during hide and seek when everyone successfully hid.

It's a really cool idea, I definitely think there's a ton of potential here.

xtrarare responds:

Awe that sucks! I'll look into it, thanks for reviewing!

Fighting through the entire game just to fight the last battle again against a mage with every ability in the game and two healers is just too frustrating.

I'd give it two five ratings if I could, update is good. Fist fighting the homies in the rain.

The game is great but you'll randomly be unable to select any upgrades after finishing a stage, like your mouse will just not register that you're hovering over an option. Sometimes this gets fixed if you reroll but other times it doesn't and you're forced to just skip the upgrade entirely.
I tried the game on Firefox and Microsoft Edge and the same bug seemed to always be present.

Thanks for the fun experience, hoping the full release is successful.

Happy Birthday Jack

I know everyone is mentioning Backpack Hero but I think your game is a cool twist on the concept.

Actually playing through the battles is an absolute slog, I'd recommend making every nugget of energy you find give you 3-4 energy instead of one or two.

I think the enemies should also have a random chance of failing to gain energy every turn, to replicate how the player isn't the only one trying to mine energy mid-battle.

I think you should change the batteries that let you keep energy between fights, and instead make them give you a set amount of energy at the start of a battle, the way they work right now encourages grinding to make sure you end battles with as much energy as possible.

You should give WAY more items at the end of battles, since the main limiter is your ship's equipment slots, you want the player to focus on making meaningful choices to pick out the best gear for their strategy. When I played through, I didn't have to think too hard about what items to leave behind because most of the items I was given were duplicates or didn't seem useful enough to bother with.

Don't give up! Making games is genuinely hard and I think you have a good idea here.

I wish I could somehow stop indie game devs from making their entire games RNG dependent.
I had a run where I lost on floor 1-5 because I was given 3 choices of ranged characters both times and sacrificing my EXP to reroll would have put me behind from leveling up my characters.

Why should I have to redo the same exact fight with no additional support if I lose a round? No amount of swapping items around will help me here. Might as well just flip a coin to see if I win or lose, at least I have a 50% chance there.

chazmuco responds:

We don't expect players to win their first run, but as you fail and your understanding of the game increases, you should be able to win almost every run

Well, now you went and did it. You made a top tier game. I hope you're happy, because your fans will be when it releases.

I beat two levels but hated the controls every step of the way. I'm sorry dude.

Yeah, still at it.

Age 34, Male

Graphic designer

Florida

Joined on 11/28/05

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