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(+1)

Interesting mechanic!

The overall pace of the game is a tad bit slow, in the sense that enemies attack rather slowly so it takes a long time to kill them using their reflected damage (especially the green melee enemies).

There is also no clear indication of whether/which enemy is currently affected by the voodoo, and when it has/is about to expire. Maybe an outline that starts to blink before the debuff runs out.

Sometimes it is pretty tough to tell which projectile is from the enemy that is voodoo-ed from range, especially since the FoV is quite limited outside of the tutorial and there are multiple same-color enemies.

I think with some iteration on the main mechanic idea this could make for a pretty novel and interesting project!

Hi thank you very much for taking the time to play and feedback on our game. We have taken note of the improvements that could improve the quality of the game, hope to implement it as soon as possible.

(+1)

The concept of only solely relying on reflected damage is really interesting!

It would be good if an alternate key other than enter is used to progress through the tutorial, such as left click.

Field of vision for `traps everywhere` is too small, and enemies spawn right onto you with no warning.

Would be better if players have a need to choose which enemy to shoot, currently simply shooting close enemies and kiting everything else is enough. For example, enemies might be made to build resistance to voodoo-ism.

Hello, thank you for your playing and giving feedback to our game. We will take note of the feedback to improve on the game.