comments for Fleshborn (alpha)
sort: go backAlright, that was fun. Felt like an actual web game rather than a demo.
Didn't constantly dangle "and THESE upgrades are locked behind the full game!" in front of me like some others do.
The upgrades in the demo could be changed cost-wise a little, since you end up with way too many of the oxygen bits and nothing to spend them on in the fireball upgrades (or at least, none that I noticed).
Didn't constantly dangle "and THESE upgrades are locked behind the full game!" in front of me like some others do.
The upgrades in the demo could be changed cost-wise a little, since you end up with way too many of the oxygen bits and nothing to spend them on in the fireball upgrades (or at least, none that I noticed).
has to be the best nodelike ive played. actual gameplay, strategizing, a good upgrade tree that gives you new content very often, abilities that actually spice up the loop instead of just feeling like a boring add-on to your main attack, good visuals (albeit im pretty sure ive seen the main charecter sprite as a free asset? looks very familiar), and an actual good job at balacing - progress never feels like ive hit a brick wall, and it never feels like im blazing through floors without getting enough new upgrades. some of the things id like to see are - definetly tweak the movement speed as it feels like a bit of a slog sometimes (for balacing purposes you could make the rooms themselves bigger), a timer at the end of the run for sure (its pretty fun seeing how fast you can clear the 5 floors out so incorporating it into the game would be a very welcome addition), and maybe ease down on the visual filters, as in its current state everythings a little too blurry and you can miss some spores behind the decoration because of visual confusion. i think the main thing i really need in this game is a crosshair, as its really hard to aim the fireball properly withhout it, and maybe while youre at it, define the fireballs shape a little better, as sometimes it bounces in the completely wrong direction or explodes in your face, even though it feels like you aimed it correctly. really hope that the full version features more interesting level design and room layouts, aswell as new types of "enemies" to encounter, because theres a lot of things that could be done here to add variation! (maybe rooms with holes and moving platforms, or spores that drain your oxygen if you get too close to them?) overall a 5/5, definetly waiting for the full release on this one.
this is one of my favorite demos i have ever played on here. so so clean, great core mechanic and super fun to progress through.
This one was good, a little repetitive for my tiny brain but quite fun
oh my god i love this!!!!!!!!!!!!!!!!!! so excited for the eventual full release, this was quite addicting and I am craving more cleaning
Amazing game, really hyper for the full released, upgrades weren't super powerful, but they stacked amazingly, the progression was pretty smooth
Love this game, genuinely can't wait for more.
one of the better game in the genre with a good story.
Liking this. Minor bug: Fireball Explosion on Bounce Chance displays 0% when maxed out.
Would be cool to see: Interplay between Fireball explosions and Burning Aura (Chance on explosion to cause a BA at 50% damage for example)
Would be cool to see: Interplay between Fireball explosions and Burning Aura (Chance on explosion to cause a BA at 50% damage for example)
developer response: This is going to be fixed in the next version, thx for pointing it out :D
It is a little repetitive but good. Why does this remind me of SCP 001?
developer response: Thx for the feedback, I'm inspired by SCP in general but not one in particular (that I know off at least)
A pretty good version of this subgenre! Looking forward to the full release.
Very, very well polished demo, but the upgrades feel too weak to me. I don't want single-digit-percent boosts to damage, I want crazy dynamic superhero powerups that completely reinvent my playstyle every few runs. In other words, I found this quite grindy and overly repetitive. The tech tree is otherwise nice, just beef up those numbers to give the player a little bit of a power fantasy.












In all seriousness, this is a great little demo. The Steam page is quite barebones and has my (common) pet peeve of showing no content past the demo (isn't that supposed to be the really exciting stuff?). But for what this is, it does it well. A few small notes:
The screen shake in the late game is pretty motion-sickness-inducing (especially fullscreen on a fairly large monitor). But I like screen shake, so I didn't want to turn it off completely. Give me a slider! (Or just tone down the max amount, I suppose)
It would be nice to see at a glance which skills require which resource to buy. It was a bit annoying to hover over each one to see this information.
Similarly, the "X bought/Y cap" for each skill is pretty easy to miss and the caps are lower than you might expect going in.
With how cramped the levels are and how big the fireball is, it's very easy for your fireball to instantly hit a wall/object when you use it. Surely it can just go 'over' the objects in the room?
It would've been nice to see a second variant flesh in the demo, you unlock the first quite quickly and there's no flesh manipulation after that, just amogus augmentation.
It feels like there's a lot of unused screen space. Perhaps there's a reason why in the main game, but seeing so much space at the end of this playable section is a little odd.
The writing is generally good, but there are a few small typos. (e.g. You bounce "off" walls, not "on". There was a dialogue snippet where a word (I forget which exactly) was pluralised that shouldn't have been. "Burning Aura" says 'flamethower' instead of flamethrower etc.) Just make sure you get someone to give the text a pass or two.
developer response: Thx a lot for your feedback, most of the points you mentionned are going to be fixed in the steam demo.
I recently had people asking me for sliders for various things, I'll add one too for the screen shake, thx for the suggestion :)
I agree with you that the steam page is barebone but I put it up once I had this itch demo available.
Concerning the unused screen space, as you pointed out, in the full game the rooms are going to be bigger and should take more screen space.
Thx again for the great feedback :)