This is a good game, a great prototype and a solid base to build on. You can see all the effort put into it, and the potential. But there's a lot of room for improvement.
1) I completely agree with Shenroncrafter about being able to turn in an instant, and on the spot.
This is a game about hitting enemies with a sword. I didn't find a way to do that safely.
When enemies get close, they attack within a microsecond. You cannot block, you cannot roll in the opposite direction and it puts you miles away, so you slowly turn and run. Then once there's enough distance, you slowly turn and hit them. But if you're close to hit them, they're close to hit you. Which you can't deal with.
Health potions become a necessity, and your skill can only delay the point when you need them.
Please let us turn like humanoids, and/or block attacks.
2) Second reason why I don't enjoy the game too much, is the lack of game feel in the combat.
I whack an enemy with a sword, and I don't feel like something happen. No hit reaction, no effect, mild screen shake on death, whatever. You're watching the protagonist lose blood, but the enemies don't even flinch. The small goblins don't even have health bars, so I simply swat the air wondering whether the hits even connect before they fall to the ground.
3) There's just a single attack. If all I can do in combat is either the same old attack, or leave combat, it's going to get boring quickly. This is a roguelike, but what use I have for endlessly replayable levels, when the one thing the game stands on is not replayable?
Take a good look at those pressing problems, and the game will improve 100%.
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Then when the core gameplay is more enjoyable, you might want to take a stab at the following:
– What makes playing more than a few runs compelling? Would some sort of progression make sense? So you get to see more content later on (and the player is aware there's more to look for)?
Content could mean new enemies, new weapons, new obstacles, new environment; you decide.
– What is stopping me from rolling past everything? Does the game ever require me to kill enemies (e.g. locked door before I kill everybody in the room), or do I benefit from it (e.g. XP, currency)?
– Animation layers. When you swing the sword with your arms, your legs should continue the walking animation.
– You seem to hit as you begin to swing, not when the sword is at its most swinging power which you would expect. This may be confusing, especially combined with the lack of hit reaction.
– The game freezes as it generates the level, a second or so after giving you control. I'd prolong the loading and block the player until all is done, instead of letting the player move for 1 second, then having a 5-second lag, and then being free to continue.
– The Controls screen is really bad. Dark text on dark background, it's a long wall of text instead of highlighting the important parts, the text overlaps if you're not in the full-screen mode
– Just for the heck of it, I tried to play with a controller. You can *move* without animation, and probably do nothing else. Just for the consideration, if you want to expand the game. Players will eventually want to play with a controller, and it's easier to start controller-first than trying to fit mouse/keyboard scheme to fewer buttons.
The new Unity input system should it make it easy to map both controller and keyboard to the same virtual actions without needed to go through some big loops.
– Quit Game button is unnecessary in a WebGL game, all it does it freeze the game – there's nothing to "close" except the browser tab which people can do themselves
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I really do think it's a fine game with a lot of potential, but as of right now, I think I would feel done with the game after three dungeons; starting to be somewhat bored and believing I have seen everything the game can offer.