![]() I love the spell combining mechanic idea and the tree of life itself is really neat. I would recommend limiting the maximum spawned trees to 2-3 and replacing the first with the next spawned tree to resolve that issue.Īside from that the movement does feel a little off graphically since you can see warping in the image as you are changing directions. The biggest buggy thing I saw is that the projectile calculations seem to be locked to a single thread at this time so the player can lock up the entire game by spawning multiple tree of life's then dropping Ice walls on them to spawn thousands of projectiles. I just tried the demo up to the coral dungeons as well. I suppose the best way to describe it is that I didn't want to keep kiting enemies in circles and shooting fireballs every time the cooldown was up. The demo itself was kind of interesting, but it just lacked a hook to keep me going. I combined a thorn patch with a fire ball once on accident, but currently casting spells takes too much time and the enemies are too quick for it to really be viable to try and cast two spells in the same spot to combine them. The current upgrades are useful, but not really interesting. I hope there are more complex upgrades later on that allow for more customization. Maybe later once you've upgraded them enough.Ībout upgrading itself I only saw cooldown and damage upgrades in the demo. I saw one of the tips says to block or counter spells instead of dodging and that's really not possible with the spells at the start. ![]() I don't like needing to press space a second time to fire them. First I like that the spells have a cast time. ![]() So I played through to the coral dungeon second level, and here are my impressions.
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