Overall, the game is (as stated) in an early stage. There's still lots of bugs to fix, but the base that has been set is very solid. As buggy as it is, the game runs smooth even on my potato, and the physics and 3d models are well made. The gameplay needs tweaking but I think it's playable to a certain extent. Absolutely can't wait for more updates and new content, the potential this game has is very promising!
Game has good graphics but the gameplay is way to hard The enemys are way too hard and it was said to be hard so no disapointment
also there is no intro so if you didn't read the plot section good luck with the story and finaly how do you even get transformed there is nothing that tells you how to get transformed
I like where this is going, this is in a better state than some of the games that get added here. You seem to know what you're doing at least. Don't enable the theme tags if they're not in the game.
An interesting roguelike with a foundation that definitely has graphics going for it. The game is a dungeon crawler, and prides itself on being difficult. In theory this should be a good thing. I tend to play my games on hardest whenever I get the chance, and enjoy a good challenge. Unfortunately, there are two considerable flaws which together meant I just didn't want to try a second run.
A criminal lack of a tutorial is the first. You're thrown in with no idea where to go or what to do. I hadn't been told how to open chests, I had to guess my way through combat and I still don't know what the arrow on the wall does. Interacting with it didn't work. It didn't make for a great first experience.
The second issue is that the game's difficulty is almost entirely rng-based rather than skill-based. "Harsh but fair" is the golden rule of hard games for a reason. Of course all procedural dungeon crawlers are rng-based to a degree, but good games know to give the player the tools to mitigate said rng.
Rogue, the classic original, also starts you out with practically nothing, but when you level up you're healed to full. This usually buys you a bit of breathing room in the earlygame to get situated. Sword of the Stars: The Pit, a personal favorite of mine, also gives you a starting kit of gear, effectively removing the scenario of dying immediately because the first few chests are bad. Both of these also let you see enemies coming ahead of time instead of just having them randomly appear as you move, which makes encounters much less of a "inevitable countdown to death". In short, when you play them you have the ability to give yourself a chance through skilled play or clever use of resources instead of feeling like you're begging for scraps at RNGesus' table. Unfortunately, this game doesn't feel like it offers the same thing. It just feels like walking around opening useless chests until half a dozen random encounters attrition your health down to zero.
Fix those two issues and you may have something very solid here. As it is right now, I think the flaws outweigh the fun.
Plenty of bugs that need squashing make it a difficult experience, but there is a solid idea in develoment here. I found the lack of resources in the game especially healing items to be a problem in the game design. Maybe consider other ways to heal beyond the low drop healing items. I am not sure I will give it a second play just because I don't appreciate games that are unwinnable due to rnjesus who has walked away from the probability table.