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(4 edits)

After playing the game i have a few suggestions:

1. While you present the controls, the game already started. You can see the timer going at the top, so you can come back and die even before pressing K to accept.

2. Usually in games with this kind of bar selection for items scrolling down on the mouse wheel makes it go to the next item, not the previous one (it is inverted from the standard).

3. A minimap could help collecting the xp that you may have left over at the ground, and if not, for it to get towards you faster/from a bigger range (maybe this last part as a upgrade?)

4. The boss I've found it and fought it, but all of a sudden started to spam wide area attacks (it changed the attack it was doing to a wider one with a lot more projectiles), and to say that you have to thread the needle there is quite the understatement, as sometimes i wasn't hit (didn't look like it at least) but still received damage. Maybe a text ingame that tells players to go find the boss when no enemies are left could help as well.

5. The fire rod has a small issue, if you equip it and go to the top wall of the map until colliding with it and you try to shoot the fire, it will disappear as soon as you shot it because it collides on spawn with the wall. 

6. Lack of sound effects, this could have a huge impact on how the game feels and plays out, please consider adding some if you intend to update/continue the game, unless it was a design choice.

All of those are minor things that all they would need is some adjusting, and this doesn't mean in any way that the game is bad, I hope this helps ;)

Cool game and design, fun to play! Cheers :D

(+1)

Thank you for your comment and feedback. I will try to answer your points as best as possible:

1. The spawn of the enemies is live 10-15 sec after you start the game we considerate than you have enough time to read the Gameplay tutorial , but maybe we wrong. But that was a desing choise not a bug.

2. We will implement hotkeys 1-3 to switch weapons, so you will have the choice to swap with either the scroll wheel or the number keys

3. We chose not to implement a minimap because we thought it would take up too much space and the players might lose visibility. But maybe it's a good idea; we will see.

4. For this, we are going to implement a kind of cursor or something like that to indicate where the boss spawns. Also, we want to change the music at that time to something darker. We'll see how it goes.

5. We will review all the collisions after the GameJam.

6. About the SFX, we were very concerned about it but had no time to include it. We managed other bugs, and we simply ran out of time. We literally submitted the game 1 minute and 40 seconds before the deadline, hahaha, that was close. But we will include it for sure. As for "update continuing the game," you keep all your weapon upgrades even if you die; the only thing that resets is boot speed.

(1 edit)

You're welcome, and also sorry for the wall of text.
About the minimap part don't worry too much about it, i can see the game working without it, the suggestion was more towards having something that assists the player picking up leftover XP orbs and/or items when no enemies are left. 

Don't worry, i understand and the part about SFX was just general advice (and something i wish you'd consider adding), best of luck with the project :)