an actually good cooperative roguelite. It's fun to go through the dungeon and fishing is not just an infinite source of resources. The only problems are:
1. water NPC doesn't stop found fish to be caught in an S tier (even though he asked money to do so).
2. the dungeon is the same no matter your progress. you will meet a level 1 boss in every run like in the binding of Isaak, except that in this game there are quests for exactly the last level. I guess it's for the feel of progress, like, to feel an increase in damage power for every new weapon, but a lack of skipping levels makes gameplay feel too repetitive.
3. tower defense boss is too easy compared to the levels before.
4. you don't get items for the quest, if you haven't already activated it before, which forces you to die after every boss to ask for a new quest.
5. lego games-like duo camera sometimes obstructs view. and there isn't at least an option to switch the split screen style to neither vertical, nor horizontal.
And also, maybe we just didn't get far enough, but is there any content after tree boss? Nobody gave us any new quests and aimlessly farming money for upgrades with weapons not upgraded for new enemies doesn't feel very productive.
TY for the amazing feedback! I'm working on the story for after boss 3 right now which also includes camera fixes and the fix for the fishing npc.
Edit: update is out now! Fishing NPC scaring away fish should be working - but if you have already caught all fish available to you right now at s-rank then it'll just go back to normal fishing mode.
Edit Edit: There's now a variant for the first boss so its not always the same fight, planning to add more variants for this and other bosses. The TD boss has been updated with ranged mobs so its a bit more difficult, but still on the easy side to keep it fun.
thanks for taking my feedback into consideration, but after replaying this game in search for more content, me and my friend(We still couldn't finish the game) found some bugs(some new and some old ones)
camera mode still isn't controllable and current one makes multiplayer uncomfortable, since one's movement can make other's view smaller
fishing NPC still doesn't work
we didn't get how luck flowers work: we have bought a ton for 200, but didn't feel any difference
when getting into a secret room, you can land directly onto enemies: that deals unfair damage
every run feels the same: we had to go through same-looking rooms every time we died. This game is a roguelike, like Isaac, but Isaac's "same rooms" works because every run in that game gave to a player a unique loadout, but in this game powerup amount and their powers can't give the same feel of uniqueness in each run.
we didn't get what sixth trophy does: it says that "any fish caught in dungeon can now be found at home", what's the difference between this and the way it was before?
but these new updates did bring some interesting things:
Tower defence boss is now finally balanced
new upgrades bring some new dynamic into the game
new magic weapons NPC gives a new type of weapon. We hope he's going to sell a lot of these weapons
It is obvious that this game is still alive and kicking, so we really want this game to be as perfect as it may ever be(even though some of our feedback may sound too nitpicky). We wish you good luck and not to burn out on this amazing game.
I might need to increase the max zoom in multiplayer for this. I did increase it bit last time which felt nice, but could use a bit more! I'm also working on making a transition when you go through a portal so its not so jarring.
It should be working now (I'll re-test!), but if you have already caught all fish in your current zone at S rank, then it will just go back to normal, allowing all fish for that zone.
luck increases the chance for enemies to drop hearts and pumpkins, and other things like more chances to see fishing pools, higher lucky-cast chance, slightly more coin drops on the 2nd boss (this caps at 50 luck giving the max).
This was a silly mistake on my part, enemies are supposed to be confused for a second, but instead they are locked-in-place for a second and still attack if you are in-range... hah
I'm working on that right now, more alternate boss fights, zone changes, and upgrade paths for weapons.
Each zone has around 10 fish unique to it (including the home zone) - this trophy lets you find all the fish that you have caught in the dungeon at home too, so you get more chances to catch the S rank version and unlock the S rank trophy.
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an actually good cooperative roguelite. It's fun to go through the dungeon and fishing is not just an infinite source of resources. The only problems are:
1. water NPC doesn't stop found fish to be caught in an S tier (even though he asked money to do so).
2. the dungeon is the same no matter your progress. you will meet a level 1 boss in every run like in the binding of Isaak, except that in this game there are quests for exactly the last level. I guess it's for the feel of progress, like, to feel an increase in damage power for every new weapon, but a lack of skipping levels makes gameplay feel too repetitive.
3. tower defense boss is too easy compared to the levels before.
4. you don't get items for the quest, if you haven't already activated it before, which forces you to die after every boss to ask for a new quest.
5. lego games-like duo camera sometimes obstructs view. and there isn't at least an option to switch the split screen style to neither vertical, nor horizontal.
And also, maybe we just didn't get far enough, but is there any content after tree boss? Nobody gave us any new quests and aimlessly farming money for upgrades with weapons not upgraded for new enemies doesn't feel very productive.
TY for the amazing feedback! I'm working on the story for after boss 3 right now which also includes camera fixes and the fix for the fishing npc.
Edit: update is out now! Fishing NPC scaring away fish should be working - but if you have already caught all fish available to you right now at s-rank then it'll just go back to normal fishing mode.
Edit Edit: There's now a variant for the first boss so its not always the same fight, planning to add more variants for this and other bosses. The TD boss has been updated with ranged mobs so its a bit more difficult, but still on the easy side to keep it fun.
thanks for taking my feedback into consideration, but after replaying this game in search for more content, me and my friend(We still couldn't finish the game) found some bugs(some new and some old ones)
but these new updates did bring some interesting things:
It is obvious that this game is still alive and kicking, so we really want this game to be as perfect as it may ever be(even though some of our feedback may sound too nitpicky). We wish you good luck and not to burn out on this amazing game.
TY for the amazing feedback again!
Super Cute ✨