#Feedback 1

1 messages · Page 1 of 1 (latest)

outer ivy
fickle finchBOT
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guysomebody (ID 508779062056058880)

[Message](#1406841628492042240 message) in #1406841628492042240
-Made it Dr. Wolf once, usually fail at the 2nd boss. He continues to be quite tough, but he is just such a cool boss that I don't hate it. His attack animations are just awesome, love the huge sweeping sword swipes. Very cool.
-The normal stages do get a little same-y after a while. They also get fairly easy, but I am not sure how hard they really need to be. There's a bit of a delicate balance there, where I think if you tune the difficulty just a little too high, it can't quickly become unfun. The rhythm of the game for now is building up to the big boss fights. I do wonder if there is something you could do with level design and enemy composition to make it so that I have to think about how I approach the fights more, instead of just making it more difficult.
-My main feedback at the moment is that, based on my 5 or so runs, there never seems to be much point to energy gain or cooldown reduction skills/modules. The pace of the game is so fast that energy recharges so quickly that it never seems to matter. Cooldowns seem like they would be more impactful, but once you have 3+ skills and combo skills, by the time you cycle through everything in between dodge attacks, you are usually ready to go again. PLEASE NOTE: I like the pace of the game now, so don't take this as I would like to see larger cooldowns or slower mana regen. It's just not clear why I would take those kind of upgrades over other options.
-The weapon upgrades (the ones you slot in during a run) seem pretty limited/not that impactful at this stage. Would be cool to see this offer more substantial changes to your playstyle in a run.
-Related to skills, I think you might want to consider some random rolls to the skill damage ranges or the chance for additional affixes. Something to give you that jolt of excitement when your favorite skills is randomly a little more powerful or has a bonus, or to make a skill you never choose suddenly more tempting.