Bedlam 2 Playtest
Let me know if you beat the boss on floor 7!
Controls:
Weapons follow the mouse cursor
WASD - move
Space - roll
Click and hold - slash your weapon, doubling its speed/acceleration. Use this CONSTANTLY or you won't be able to do any damage!
Right click and hold - charge a lunge. Some weapons have different right click abilities.
1 or 2 - equip weapon slots
E - open inventory, shift click to take / equip



Comments
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More notes from playing the game:
- Rainbow and gilded modifier descriptions make them sound like they are vaguely the same level (+20% healing versus +20% food drops). However, it seems that gilded causes every enemy to have a 1 in 5 chance of dropping food, which is like a 400% increase in amount of food seen.
- It's possible to get a high DPS by spam-clicking the "slash" ability to rapidly poke the enemy.
- Its possible to forcefully reflect a troll swing by dodge-rolling into the log while charging the sword stab ability.
- I notice there's a mechanic where if you get into a powerful melee clash, you can lose control of your weapon for a second or two. An auditory or visual indicator that I don't have control over the weapon and how long I have to wait to use it again would be very welcome.
What is command mode
Also, I got to like floor 22, but it was just trolls, nothing else.
It lets you move units that are on your team around
Right now it only works for the skeletons from the necromantic effect
At floor 20 or so, the enemy swarms become a mosh pit.
I was able to get to floor 45 by equipping a quarterstaff and stacking vampirism and berserk effects. Quarterstaff is currently my fave weapon. I rarely use the spin attack because of how expensive it is, but it's useful as a way to disengage if the staff gets caught or as an emergency bomb deflector.
Nice score! Thanks for testing the game and leaving feedback
I think the earth staff is my favorite. It works with twinfire
The enemy spam is pretty bad in the later floors, we need tougher enemy types and bigger floors to increase the danger instead of mosh pits where you can't swing anything.
It would be really fun to carve through big crowds of early enemies later in the game, but right now your weapon gets caught up and you get poked to death. We're thinking about permanent strength upgrades that you can stack up and then bash weaker enemies around like the troll does
Decent game; Massive rough edges at the moment
I may be back with more feedback, but will confirm I did beat the level 7 Doctor boss on my second run.
Some feedback:
The gas floor on the doctor fight is really well-executed. They force the player to move around but aren't BS. It's possible to sneak by the game by going into the diagonal areas, but I think that should be kept in.
It would be convenient if it were possible to draw the weapons back more so that the pommel is a little farther from the player than the blade. The "close sword" position is already very strong on both defense and breaking through the enemies guard.
Crossbow is trash at the moment; without the massive bayonet of the first game it can't defend or attack well.
Longbow is a lot of fun; basically a blunt sword that fires arrows instead of lunging.
It's annoying when I spawn and am instantly cornered by a troll.
Thank you for this feedback, it's very helpful!!
Glad you liked the boss fight! I hadn't considered your point about drawing the weapons back, we will definitely have to experiment with that. I know we want the swords to feel really solid and not frustrating at all.
I have to agree about the crossbow - I don't think the crossbow code has been touched in a bit but it's not very satisfying in its current state.
Something I run into when testing is that the trolls have a huge swing range and deal a lot of damage. Hopefully our enemy spawning system changes will help prevent the player getting cornered, but I wonder if he is still just too powerful, or if the player doesn't have enough time to react?
Again, we really appreciate the feedback, and thanks for checking out our game! Hopefully you could come back once we push another playtest to itch from our dev branch :)
I would say the main issue with trolls is the normal ways of avoiding damage don't work if you're cornered. If you try to block, you just get smushed into a wall. If you try to dodge roll, your weapon catches on the log and you get carried with it and you still take damage.
There's definitely time to react otherwise. The enemy is fun to fight otherwise.
Agreed, the trolls should take more body knockback when you hit the tree or something. Or have them spawn further from the entry tunnel
I'll also try disabling the body knockback from weapon collisions while rolling. It might make rolling to escape more consistent
Yeah, you could also disable weapon collisions during dodge rolls, but that would also the player to bypass enemy blocks, which could be interesting, or maybe too powerful. I can imagine there would be physics engine issues with a weapon "phasing in" to a different weapon.
Trolls taking more body knockback won't help because often they often have their back up against a wall as well.
pretty fun, why did you change from arena to dungeon?
suggestions/comments:
coins have no use since shop was removed since first ver.
no goal as far as i know.
combat system is fun.
please remove item despawns and add a "trash"/"sell" slot in the inventory to destroy items instead.
inventory is good, maybe add a bigger inventory that is only available between fights/levels.
change trailer video.
all in all: 7.7/10
forgot to include: please let the player choose if they want the wave after wave arena or the floor by floor dungeon.
Thanks for checking it out again! We are still in the early stages of building some new features. One of these is the shop, which will be re-implemented with NPCs within the levels. Hopefully, shop NPCs who buy items from the player will mitigate some of the issues with storage, although I don't see how it could hurt to just let the player hold more items. Did you find yourself running out of storage and shuffling items around on the ground? We are also implementing a new map generation system and it's still pretty basic compared to the arena. Would love to hear if you have any additional thoughts, and hopefully you come back and check again once we push more updates :)
four things:
1 - i will definitely come back.
2 - if the shop area has npcs make sure the player has time and space to put his weapon away before accidentally stabbing someone.
3 - my problem with the storage was mainly because of two factors: A - there isnt any way to record/search anything about items unless you have them on hand (this could be fixed by adding some kind of encyclopedia which starts blank and fills in as you play). and B - ... i didnt want to throw any of the pets away.
4 - the map generation, while basic, isnt too bad. the two biggest issues with it is that, unlike most games that randomly generate the map, its small, and doesnt change (boss room every x floor, later floors changing theme, etc...). but i suspect that it will change as the development goes.
This is genuinely so fun
Thank you, glad you enjoy it! :)
This was fun! I loved the blocking physics with the swords. The roll is placed a bit awkwardly on shift. To make it more of a primary action, maybe it would work better on the space bar, since it is not used anyway :)
Awesome, thanks for the feedback! I will add space to roll!