KillerMZE: As a PoE player, seeing you pass up an extra projectile was painful
LividPigeon: But is there a lactating trinket? Milky Momma exp x 10?
TheGmaxMan: The combat style reminds me a lot of children of morta
shannenmr: Losing drops on clear starts to feel bad and leads to weird behaviour. There is too much time lost in menu's and selecting path and could be streamlined allowing for longer fights, either by getting multiple choices for items and passives (can be increased/decreased by route taken) or having say a shop phase like Brotato where it first asks you if you want keep any of the items you found over that stage or "autosell" them, pick your passive upgrades then goes to the shop menu where you can buy other items.
Stenchy333: so the boss aggro bar is a mechanic that makes it after you gain 20 levels the boss automatically comes after you its too prevent just getting the entire board and becoming super OP
pheade1254: While I appreciate the concept, in practice the skill tree takes way too much focus away from combat.
EmodChannelClassics: more enemy density and the dev could benefit from hiring a UI designer to clean up the UI I guess, but it looks great, is animated real good and has a lot of fresh ideas
Tiny_420: This needs some work before i would watch it again.. It was very boring to watch, not enough going on.. The battles were far too short
kinginthenaught: Seems like a game where you're in the inventory/menu screens way more often than actually playing.
randomly skipping though the video for gameplay and all I see is menu/inventory/level up screens. Boring for a non backpack management game.
Also seems like you get too many gear... After each fight is a bit excessive...
And without quality of life like comparing stats, it's such a pain and time waster...
Not auto collecting stuff on final kill seems unnecessarily punishing on the player.
A game that doesn't respect players time.
ghostpants8172: Character selection art style looks like the character cards in DAI
Oct 10 2024