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Wow, this one's amazing! Incredibly creative and ambitious concept to take on for a game jam, and super charming art and execution! This is a special one!!

I have two critiques. One is that it would really help to have some semblance of an idea of where to go. I'm guessing one of the rooms is randomly the "exit room," and I'm sure you're aiming to capture the feel of being truly lost in a shifting labyrinth. But I think having an idea of like "I probably want to go down and left" goes a long way for establishing player goals and feeling that tension between what I'm doing and what the maze is doing (as it stands, I didn't really mind if it shuffled things around because I couldn't tell if I was moving closer or further from my goal).

My second critique is the skeletons, I do not love that they can jump further than the screen can see. Unavoidable combat damage is...something I would avoid as a rule, personally.

However, I only say these critiques because this game has insane potential, and I honestly really like it! You all did an awesome job, super well done!!

Thanks for the comment , about the critiques . i love the first idea , we will implement it if our team plans to work on it further. hmm about the 2nd one will need lil more explanation if possible

Sure! I'll elaborate: With this style of game, I think you want the player to have control of their fate, even if it's difficult. So for the skeleton, I would instead have it jump in some sort of annoying pattern, like a triangle around the player or something. Make it something that's difficult to deal with, but possible to predict, so that the player can be rewarded for their skill in dodging it and avoiding damage.

But that's just my two cents, still an awesome game! :)

(+1)

oh no ! thanks for the clear explanation and idea . will hv to explore how to approach that . Not yet very familiar with behavior trees . Will hv to figure that out