It's good to hear that Mein's Quest is on track. I'm looking forward to the full release!
Bynary Fission
Creator of
Recent community posts
v0.50 just got released! This build incorporates substantial art improvements to the first zone, including re-done sprite art for the enemies, environment, and enchanted weapons. I've also added in screen shake as an option, several quality of life features, a whole ton of bug fixes, lighting effects for spells, and more!
Additionally, for people who join the server Zone 4 is essentially finished and available to play from a special link! You can read all about the changes here, as well as try out the build for yourself: https://bynary-fission.itch.io/tower-of-the-immortals/devlog/1470437/v050-releas...
As always, feedback is highly appreciated no matter how small!
v0.40 has been released. This update represents perhaps the final major feature of the demo - the Zelda-inspired whirlwind attack! I've also re-balanced a few enemy encounters as well as fixed quite a few bugs. Potions now heal more stats as you increase your Mana and Health, and the abilities that passively restore them are also made better as a result.
At this point I'm looking for comments on the game's overall polish and feel as you play through it. I'm getting close to the point of making the game's Steam page and would love some feedback on the game's state so far to help improve it further for that next major step!
If you like action RPGs, you might like Tower of the Immortals! This game is strongly inspired by top-down Zelda games and Baldur's Gate: Dark Alliance/Diablo.
https://bynary-fission.itch.io/tower-of-the-immortals
At this point the demo is pretty polished, and most of my effort is going toward creating the remaining content. What I'd be looking for is:
-Feedback on the overall UX/UI (it is designed purely for keyboards, and controller support exists but was added in much later)
-Overall feel on combat and balancing
-Introduction to mechanics, which includes the tutorial and early game
I appreciate any feedback you have to offer. Thanks so much for offering to do this for people, it is really appreciated!
This is my Zelda and Diablo-inspired action RPG Tower of the Immortals. After over a year I'm finally beginning development of a new zone!

(I intentionally avoided reading the above person's comment until after writing mine so as to form my own opinion without influence).
The song feels laid back and does its job, I think. I feel as though filter you used does one of two things: either it works on a screen where the menu is intentionally designed in an old-timey way, or it's meant to be used in a horror theme. Both would work equally well IMO.
Compositionally, it feels like there isn't a lot going on. At about 0:18 where the song goes into its B section the melody remains on the tonic, which makes the song feel as though it's stuck in "neutral" so to speak. The song would have also benefited from having a little more than just basic backing chords every 4 measures. An example of this would be to have another chord just before the next part of the phrase - you can spice things up with something like secondary dominants, diminished chords, or even using voice leading to resolve back to the start when it loops.
I think the song is serviceable as it is, but in my opinion it also feels quite forgettable since there isn't really a clear sense of melodic progression.
Good work on these! I would suggest you read about hue shifting, because it's an essential skill if you're looking to develop your art skills further. The apple image just applies more whites to brighter sections, which just makes it look washed out. For red, you'll want to shift toward purple for darker areas and orange for brighter ones, and it will make the image look more vibrant.
I wanted to try Idle Quest for Epic Loot, but it asked me to login with a Google account. I don't know what the purpose of having a login for that is, but that's an immediate no from me and most other people looking to play something casually. Which is a shame, because it looked like a fun idea.
I also tried Airship Architect, and while it seems like there's a decent idea here the gameplay felt solved within 1 minute. It also kept telling me "You can't delete your last last balloon", but my gold got deducted anyways and it looked like no changes were made. I felt like there wasn't really much else to comment on as the gameplay felt really shallow.
Do you have any larger projects you have worked on? It looks like your library just consists of game jam games.
Explorer Official touched on this already, but offer to do the same for other game developers. While game devs are not your target audience they are still a valuable source of feedback, and if you take time out of your day to offer them feedback they will often reciprocate the effort.
If you live in an area where there are game developer meetups (large cities generally), going to them is also a great way to get attention on your game. I've gotten a lot of feedback and attention that way as well.
Thanks for playing people's games, it's always appreciated!
My game is a Zelda and Baldur's Gate: Dark Alliance/Diablo-inspired Action RPG. It's been in the works since late 2022 and has come a very long way since its first public build. If this is the kind of game that interests you, there's also a browser version on GX Games to play as well.
https://bynary-fission.itch.io/tower-of-the-immortals
I played this with an xbox controller and I can definitely see why you intended for the game to be played this way. My observation is that enemies appear with very little warning on the screen, which felt frustrating at times. I also notice the lack of pathfinding, which is fine for a game made in a small amount of time but some variation in attacks or such would have been nice to compensate.
Also, really creative interpretation of the theme lol.
I like the premise behind the game, though I wasn't really a fan of having animals behind you get lost if they were hit. The addition of clouds after a score of 5 really made the game hard. While I like a challenge, I do think having it come in more gradually would have worked better as the game is fairly challenging to begin with.
I grew up playing old school RTSs from the 90s, so I'm just such a sucker for games like this. But yeah, the balancing in this game is nearly non-existent; once I spammed knights in the first few rounds and started upgrading I one-shotted everything in every round. I love the concept and the isometric pixel art is A+, but I do think the concept was just too ambitious for the time frame given. With another week of work I could see this game being much more realized.




