Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 442 to 465 of 465 · Previous page · First page
(1 edit) (+1)

this game is amazing! cant wait to see it grow! :)

(+1)

Thank you! :D

(+1)

damn I like this bro

(+3)

Wow, this is good. The only thing that mildly annoys me sometimes is that I can’t skip the upgrade completely.

(+1)

brilliant game, easy to pick up. it was a bit hard to remember the monster skill to plan ahead in their first/second encounters and the card info only shows during the selection phase but probably this would get changed in later versions. Looking forward to future updates

(+2)

Awesome game but it would cool to have an endless mode where enemies spawn infinitely and the longer you go the harder the enemies. after a certain amounts of waves the player would get a upgrade/new item.

(+1)

Thanks for the suggestion!

(+1)

This game is amazing, you should note that the title screen reads “SHOGUN SHODOWN” instead of “SHOGUN SHOWDOWN”

Here’s my playthrough of it:

(+1)

good vid

I can't believe I misspelled the name of the game in the title screen XD XD

Thanks for pointing that out! :D

(+2)

This game is really fun, one thing I would want is an encyclopedia where we can view all the weapons and their effects, and the stats of the enemies and their attacks.

(+1)

Thank you for the suggestion

Whoa, that was fun. Well thought, compact idea.

Thanks :)

What does the electricity effect do?

If it attacks, it will hit through enemies.

basically damages any adjacent enemies to the one attacked

Yeah, that's a better wording.

its best paired with groups of enemies when shadow dash is on it

(1 edit)

An 32Bit Version of the game would be nice if possible I can’t even play the web version

Noted!

Very cool idea! 

Thank you :)

Hey! I tried your game for a video! Really enjoyed it, interesting mechanics. Looking forward to updates.

(2 edits) (+1)

Thank you, glad you liked the game! :D

(A pity you missed a part of the tutorial at the beginning, it would have made your first play-through a bit easier :))

And as you say in the video, a map would be nice (In progress...)

NICE! glad to see you're working on it. I'll definitely be following the progress.

(+1)

I found a bug...... (But please don't change it!) It's about Kowa the Coward (I will only spoil it if someone replies to me) You can get infinite money&potions using it, but it needs a lot of luck, skill

lmao its a summoner so its easy to guess that the summoned enemies give the money & the potions

(+1)

Amazing Game! 

But I do have one thing to say. Something nice would be a sort of level chart. To elaborate, I would like to see how much levels I have left until the boss. Also, this can be limited to how far you've personally gone in the game, as well as being a toggleable feature. Otherwise, you've made an amazing game that is puzzling yet fun.

Thanks for the feedback!

(+1)

Love the game!

(+2)

My god this game was amazing. I can't believe I haven't heard anyone talk about it. Really slick yet simplistic art-style. I was instantly hooked. But enough gushing about it, I'm also here to give some feedback. 

I'm sure this is already planned but I'll say it anyway. The runs are a bit too short. Just when I feel like I've gotten a great customized deck, the run has ended. But since this is just a very early version I'd say it's safe to assume that more content of that aspect is to come. 

I might also add since we're on the topic of length. These types of rougelikes usually heavily benefits from having some sort of endless mode. Basically just go as long as you can until you lose. Cause often with these games, winning can also come as a disappointment. Because it means that you won't be able to play with your build anymore. 

Some parts UI should be clearer. For instance, you should be able to get information regarding every move. The only thing you know is its damage. But you don't know what it does, how many tiles it covers and such. Like the Spear being 2 tiles forward and the sword slash being front and back. Or for instance when upgrades say things like "Add the poison effect". What does poison do? What does ice do? What does electricity do? It's just a lot of things that are unclear in the game. Sure you learn about them eventually by just playing and observing. But it'd be much better if you could just get this info right away. 

Speaking of UI. It would be great if you could order your deck. Since you always have to look at your randomly ordered deck whenever you want to make a move. If you could order it, either by sorting it (for instance by cost or cooldown) or if you could manually drag the moves in the order you want them. Just a way to make their order consistent.

As for relics. I may not have seen every relic in the game, so something similar might already exist. But it would be great to see relics that helps you with your combo. For instance increasing your max combo limit. Or maybe allowing you to insert the first (or second if it's an issue of balance) move without progressing a turn. 

This could also work as a move instead of a relic. For instance a low damage and/or high cooldown move that can be inserted into the combo without progressing a turn. It would be an interesting trade-off. And I think something like this is needed, because some enemies can spam ranged attacks quicker than you can even do something about it. 

(+1)

Thank you for the amazing feedback. I pretty much agree with all your remarks.

Longer runs (and more variety across runs) is indeed something I'm planning to work on.

Some kind of endless mode might be a nice addition. For example: after successfully completing a 'regular run', you could store/save your build and use it in a separate 'endless mode'. In general, I think meta-progression is quite underdeveloped at the moment, and I'm experimenting with a few different ideas...

Regarding being able to get more information on tiles, effects, etc.: personally, I like it when games don't explain everything and let you figure out some of the mechanics by yourself. While I'm kinda under-explaining on purpose, I need to strike a better balance otherwise the game might feel needlessly confusing or obscure.  So, I totally get your point. Food for thoughts.

Next: deck sorting is now on my ToDo list ;)

Finally, I'm working on a new tile upgrade called 'quick play' which significantly increases cooldown but lets you add the tile to the attack queue without triggering a turn.

Thanks again! 

(+1)

Looking forward to more characters and weapons! And hopefully after future updates, unlocked weapons will still be retained

(1 edit) (+1)

An amazing game, had a ton of fun with it. 

After messing around builds for hard mode for sometime, this is the most broken one yet . 

Looking forward to how the game turns out in the future!

(+1)

Thank you!! That's a really OP build. I'd hate to be in the Shogun's shoes :D 

i can't see the difference between the back and front slash and the normal one besides from the attack

Hi! Thanks for the feedback! You mean these two attack tiles, right?


The one on the left hits in front of you, while the one on the right hits both in front and behind you. Or was is it something else that wasn't clear?

i messed something up and i thought the starting front and back attack was different than the one i got lol
sorry for the inconvenience

Zero inconvenience caused :D Thanks for trying out the game!

(+1)

best game

(+1)

nice game

(+1)

simply AMAZING game, I even recommended it to a friend of mine who loved it too!

Thank you! I'm really glad you liked the game :D

(+1)

I like the game and its setting. I made a video on it: 

Thanks! :D

Viewing most recent comments 442 to 465 of 465 · Previous page · First page