I would really like to know when a talent isn't even useable by my class before I put the point in. There was no warning that Necromancer can't use Deflect, and Perfect Aim doesn't do anything.
This is extremely frustrating. At about 50 deaths. Of those, only had one game that was even looking hopeful. But of course, that didn't matter because crystal golems exist. This isn't a rogue-like. Those games have some kind of incremental gain for reaching certain points that in turn help you with future runs. I keep getting wrong/useless items to the point I may as well just force a death if I don't get some decent piece of gear early on.
This seems like it would be a lot of fun, but the controls are pretty awful. I want to be able to play with either the mouse or keyboard, not both, and the keys aren't all that intuitive. Escape key being backspace for filling out the name, instead of backspace, and not actually being able to type...
If there is ever a benefit to not using all of your points, as opposed to rebalancing them, something is inherently wrong with the game. It's an interesting concept, but for it to work the execution has to be a lot cleaner. If they took it slow and focused on getting to the end first and then adjusted for speed afterwards, it would feel much better. I'd like to be able to watch the timer gradually get better, as opposed to seeing constant explosions.
Would still really like some sort of reward for the early deaths. Not something farmable, just a push. A permanent health the first time you reach level 5 with a class? I have a feeling this is a rogue-like but I'm struggling to reach that part.
No value on mm outside of spending it. Feels real bad having no gain at all from a run aside from an arbitrary number that will only affect your production later. I'm only able to spend mm every other run, and I have a feeling that will only ever get worse.
There are different types of AutoClickers implemented as an auto-attacking mode. But, you have the point, the real autoclicker is only the last one, others have basics of (semi)-auto attacking.
The scaling costs of skills and spells make them less powerful as you level them. Fire bolt for example. Level 1 is 300% of your magic power for 10 MP. Level 2 is 350% for 13. For that to be worth it, you'd need more than a 30% in total damage. It's considerably less, and level 1 can be spammed, making it the strongest output per mana cost. Simple fix: Make the cost constant while the damage scales.
There are supposed to be arrows somewhere on the screen? There aren't. Tried the arrow keys on keyboard in case that was a miscommunication, but nothing.
So, turned down the love caravan when they wanted to take Princess Bell... Very next day she died of a zombie bite. Narrowly avoided putting all of those poor women out of their misery. Phew.
Daily puzzle "Pour" requires a guess. If you're going to keep putting these in, at least give us the free square. Having to start over because of a 50/50 chance sucks.
It's incredibly ironic that so little information is displayed. Either needs a tutorial or some tooltips that explain what things do. No reason to believe quibits are anything other than a currency, if you go by the interface. Or is this just meta and we get to upgrade to a better GUI later?
There are different types of AutoClickers implemented as an auto-attacking mode. But, you have the point, the real autoclicker is only the last one, others have basics of (semi)-auto attacking.