3.8 hours played
Written 22 days ago
I'm a native English speaker, but I did my best to write this review in a way that can be easily translated into Portuguese.
First Impressions
I've recently gotten into Roguelikes, and this game has everything I'm looking for. Horde survival, deckbuilding, powerups, & that magical/fantasy vibe. I was skeptical to get it at first because the changing dimensions seemed like a gimmick. After playing a few rounds though, I really started to appreciate the changes in music, style, & movement speed with each field transition. It's also nice to reset the field every minute or so as a way to give the player a brief intermission from the endless horde and introduce new & stronger enemies.
Need more details!
All Roguelikes have a learning curve where you have to try each card or upgrade to see what they do. Experimentation is part of the genre. However, I would like to see more detailed descriptions for some of the cards. For instance, I don't really understand how much damage Greed Skull does and if it's worth it to add to my deck and upgrade. Or how much total Cooldown I've received after upgrading a few times. I assume it's -8% every time, but the pause screen doesn't show the total. Also, what does my new fire rate mean in terms of shots per second for my spells? What does Luck do altogether? Does it increase critical hit chance? Are there critical hits at all? I'm not sure. Ice Shard seems to shoot in the direction you're facing, but it doesn't say that anywhere. Seeker & Viral seem to shoot and bounce all over the place. I don't really know what Disgust does at all or how it works.
I'd also like to see more details for enemies too. Do their colors matter? Are yellow Skulls stronger or faster than the green ones? What are all the enemies called? Maybe you can add an enemy index for enemies the player has seen so far.
I am someone who wants to understand everything in a game, and my biggest frustration with this game is that there isn't enough information to make informed decisions. Making everything clearer (cards, enemies, mechanics, etc.) would result in a more polished game.
Bugs
I've only noticed 1 or 2 bugs so far. Sometimes when Genocide activates, enemies don't drop experience. I think it fails to work when a majority of the enemies are off screen because it usually works when they're all bunched up in a circle or something. The other one was mentioned in a discussion post where pausing the game on the upgrade screen results in a "fake pause". I think what happens is that the upgrade screen already "pauses" the game, and hitting the pause button sets a flag that was already set. When an upgrade is chosen, the flag is cleared, but the pause menu remains with the game now running in the background. You probably need 2 different flags that suspend the game: 1 for the pause menu & 1 for the upgrade menu.
Suggestions
I think it's necessary to include a way to reroll cards or at least the option to skip picking a card if you don't want any of them. Since you can only add 12 different cards to your deck, it's important to make sure you're not forced into an option that doesn't work with your build.
I'd also like to see a way to upgrade the Dash ability. Many Roguelikes add speed, distance, and/or damage when passing through enemies.
Final Thoughts
I had a lot to say, but all of it comes from a position of wanting to see a good game get better. I think the little things are the most important. Focus on that before any huge changes. I love the game so far, and I'm looking forward to playing more of it. Definitely recommend for the price. It's simple, but keeps you on edge in a very engaging way.