Empty plots looking sad is such a common trap. I started putting a tiny "plant something" hint on bare tiles for the first day, then hide it once they plant once. Does the toy 3D camera make it harder to tell which plot you clicked?
A first-person remake of the 1996 Diablo is such a wild idea. The Tristram vibe is half the game, so if that town still feels lonely and a bit scary, you already won. Did you keep the old item names, or rename stuff so Blizzard stays happy?
Good to hear, thanks! If the tapping thing bugs you again, tell me what got bought and I'll fix it.
Jump buffering is the one I'd tell every new dev to add first. It costs almost nothing and players never notice it, they just stop feeling like the game ate their button press. Same idea works outside platformers. In a tick-based game, queueing the last click for the next tick fixes a lot of "I clicked it, why didn't it work" complaints.
Thanks for trying it, and for the honest note! That's good to know. I'll look into the fast tapping so it doesn't buy stuff you didn't mean to. Did the first boss feel okay to you?
Nice moody atmosphere, the dark forest and the glowing fireballs look great and the aiming feels smooth. Small suggestion: the title screen text gets cut off on my phone-sized window, and a short hint about where the statues are would help on the first run.
Fun little arena game. The energy and spacing system makes you think about whether to close in or wait, and the crowd meter is a nice touch. One small thing: the attack buttons say "out of range" but it took me a sec to realise I had to hit Advance first, a tiny hint on the first turn would help.