Bio's Development Log

That better not be a fairfrozen on the shrieker’s back…

Snaps are totally not rogue inspired (trust)

Don’t say the word rogue in yrni0s presence…

I VIVIDLY Remember HOW THAT FIGHT WENT

The light spear makes sense it looks nice (I just need to impale more people)

Looks very interesting! I’ll give it a go (I can’t believe I still haven’t yet).

Hehe yeah, you are a scary foe to go against when you use light spear :]

1 Like

I can’t post it yet, but I did make a secret santa gift for someone in the arthub :]
Can’t wait to reveal it when it’s time~

2 Likes

Some feedback:

Firstly, I like the idea of starting the player off simply, but the power difference between a novice and someone with like 100 levels is crazy. Having more moves isn’t as big of an issue as it could be, given the combo system, but I still think the player should start with at least 3. And maybe snaps for each.

Next, the amount of visuals are overwhelming. There’s just too much stuff going on, and it makes it hard to see what you’re doing. Shiftlock putting you directly behind your character instead of over their shoulder also affects this. On the large, predictable elementals it wasn’t so bad, but on a player it would be pretty annoying, as they’d get lost in the amount of effects. At least, so I assume. There wasn’t anyone online while I was playing.

1 Like

Thanks for checking out the game! If you could elaborate on this more, I can get to work on fixing it up for the better. When you say overwhelming visuals do you mean the UI bars when you spawn in or the magic effects when you use moves?

I’d say the Ui bars could use a reduction, yes. That said, the trails caused by dashing isn’t really needed, nor is the amount of debris caused by some attacks. Especially given that they seem to be solid.

Also, I could be misremembering, but if the fact that normal attacks don’t consume mana isn’t in the tutorial, then it definitely should be.

1 Like