I just started playing the demo and really like the game already. As a habit, I try to write a small document with potentially useful feedback. I have divided them in categories to make them a little more pleasant to go over. Hopefully some things don't offend you. Do with this feedback what you will and i wish you all the best in this harsh economy ;).
Make stats more trackable: -Hovering over relics displays their damage this round, total damage over the game and times procced this round/game. (Could display the round based stats during combat and the total + last round stats in between combat rounds) -Hovering over a dude displays their current stats, damage dealt, individual kills, cooldowns, buffs and buff origins/stacks. (Same idea with round and total stats during combat or in between rounds) -Add similar stats to enemies -Looking at a dudes description shows the updated effects of its ability accounting for owned relics and you can toggle on button press or in settings to see the formula for the effect (for example "+10% from xxx-relic"). -Hovering over enemies (in combat and before) displays stats -Add a bestiary -Hovering over units highlights them and who they are taunting/attacking/getting attacked by (could have different colors) -Add exact number to health bars (and make optional in settings or only visible when hovering over) -Clarify the source of certain stat on victory screen, for example: cleric dude with protective cloak prevented 42% damage with cloak and 15% with toughness. Is the damage reduced by the 10% toughness given by the protective cloak added to the number of the 42% prevented by cloak or was it added to the 15% by toughness. This could be fixed by allowing players to click on the damage prevented number to keep the detailed stat window open and then allowing players to hover/click the specific category to display where that category gets its numbers, for example hovering over toughness could display 500 damage prevented through toughness came from cloak and another 500 came from inherent toughness or another dude's buff. (This "improvement" is partially obsolete if relic impact is already better tracked through stats in another way, but still useful if that data would already be calculated either way)
Make dudes more memorable/trackable: -Add random names when dudes spawn -Option for random names to pull from steam friends -Option to rename dudes -Names can return from top preforming dudes from previous (won) runs if the dude is the same type -Random names can pull from custom names given during other players' runs -Add "career/lifetime" stats on individual dudes -When hovering over a health bar, highlight the dude in combat (gives burner phone more skill potential) -Add visual indicator for single use revives (health bar color changes after revive is used or add angel wings under/above health bar) -Add a number or name initials under health bars so players can better track which health bars are dropping/healing rapidly
Clarify some descriptions: -When placing for example cleric dude at the top, does captains hat buff all clerics or all fantasy type dudes? (Answer clarified after buying, however the keyword "dude type" could be made clearer) -Does "all overhealing" in ring of shielding mean all healing that goes beyond max hp or does it only apply to effects which specifically mention that they overheal as a shield. -Add colors to certain keywords in descriptions to clarify in what other relics they apply or where they synergize. (would make the overheal example clear just by seeing if "overhealing" would be written in the same color as "healing" effects or in the same color as "overhealing" effects)
Increasing depth/replayability: -Add more agency -Through choices: make consumable rewards a pick 2 or a choice between a consumable and a blind one. Show reward droprates in the combat choices or simply what consumable you could/will get. -Through more options to steer units like a relic that lets you focus certain enemies every n amount of seconds for example. -Add more events and therefore more ways to spend money. -Add quests or challenges you can complete during runs for bonus rewards making you weigh the risk of using consumables to complete the quest. -Add (rare) options to pivot your run by allowing a (rare) option to swap a poster/unit choice.
P.S. i might expand on this list after playing more. If you were to have any questions about what i write, feel free to contact me through mail or discord(markyathalloween). I do not often check the mailbox attached to my Rumpus account. Kind regards, Marky.
Additional Information
Thanks for the feedback.
There are a lot more quality of life features and stats planned for the full release. Thank you for the suggestions.
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