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Reviews for "Darkwood"

Thanks for making this! Fits in perfectly with other roguelikes. It's easy to learn and finding that special piece of loot with extra bonuses makes your hunter OP. After making it to the big bad wolf and getting instakilled on my first run, I was all too eager to get my sweet revenge.

I'm quitting after difficulty 16; if I had the time, I would have enjoyed playing this for hours! This is a great game held back by a lack of real camera controls.

ErikSwahn responds:

Thanks a lot! I have excused the odd camera and movement controls a bit already. Still glad you find it a valuable experience!

lol, it didn't load for me. BUT the description sounded cool, and the other comments made it look promising.

ErikSwahn responds:

So sorry it didn't start! The game uses some high resolution images that might take long to load. Try waiting for some time. Otherwise use chrome unless you already are.

cool game

Hmm, for the most part, I think this is quite a promising little action RPG roguelike: it's got a nice graphical style to it, decent amount of loot, enemy, and event variety, and its quite addictive and satisfying to build up your character and face ever increasing odds.

I couldn't help, though, but have a bit of a rough time with this, despite it being so promising. I don't know if these issues necessarily kill the game for me, but it was quite annoying, like having pebbles in my shoe.

The character movement was very strange to me with the way he awkwardly adjusts and moves irregularly. For instance, if you walk straight in one direction, and then walk immediately in the opposite direction, your character will do a bit of a weird curve, as if they're a car/tank having to u-turn. It's minor, but it just felt really odd and constantly threw me off slightly.

The camera was really annoying with the way it framed the action and made it difficult to look ahead. Despite the level being a big field, the camera attempts to slice it into 'rooms', but without doors/transitions between these 'rooms', there were tons of times that I would get ambushed by enemies that were just off-camera, aka in the next 'room', and it was impossible to see them ahead of time.

Some interactions were very annoying to figure out. For example, I wish it was easier to compare armors and see previews of their positives and negatives, like seeing my stats turn green or red when I hover over an armor piece: whenever I found a new one, I had to hover over each piece and memorize their stats to compare instead of being able to see them both at once. There were also times when I was at a shrine and I wanted to learn what the symbol it was referring to meant, but it doesn't allow me to open my menu to find out until I step away from the shrine: why?

Attacks and damage was also very difficult to parse at times. For example, despite the orc having an obvious swinging animation, it was still possible to just walk into him and die instantly from mere contact: I feel like enemies should either have contact damage or animated damage, not both. Plenty of attacks just felt like they come out of nowhere and can insta-kill you without even knowing what hit you, like the tree boss root attack.

As said, I still think it's a neat game, but there's just a lot of clunkiness, particularly with its core feel, that really ruffled me: if it could just get polished up, I think it'd be great.

ErikSwahn responds:

I am happy for the support! The movement, camera and combat were not the strongest elements for this game I admit. The thing about the orc was a new piece of information. It is important that it feels convincing getting hit by an enemy, so it definitely needs work. Glad you spend time going through the game :)

score: 42k

ErikSwahn responds:

Well done! Here is some info about the score. The more damage per shot or hit, the more score per shot or hit!