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(+1)

overall this is a cool game with a unique concept/theme!

here're some of my thoughts

TUTORIAL
- very helpful and good! a lot of this may seem basic, but it really opens your game to a wider audience.
- the tutorial should explain that there's no floor in the game itself and falling will result in a game over. possibly removing the floor at some point would be helpful.
- the tutorial should provide a basic enemy for you to fight.

PLATFORMING
the jump feels a bit odd and floaty. i can cover really huge distances in a way that makes some of the platforms feel meaningless. this also makes the character hard to control since their movement is hard to predict.

COMBAT
- too many buttons/options in my opinion. especially adding in the stuff with the mouse.
- if you want to keep the combat options as varied, i think left hand movement, right hand combat could work, with attacks mapping to arrow keys or something like that.
- a lot of enemies just float across the screen and there's seemingly no point in killing them? this feels a bit odd.

(+1)

Thanks for playing and the detailed feedback! I definitely wanted to add an enemy part to the tutorial but ended up not having enough time. Great point on actually showing off the no-floor aspect, I'll make sure to implement something into the tutorial that goes over that. I really like the idea about using arrow keys for the attacks, that probably is a much better default control scheme for the game. The mouse combat was designed to add alternate ways to play based on some previous feedback but I hadn't really figured out exactly how I wanted to do it. I appreciate the feedback on the jumping too, there's a lot going on with how the jumps work so it might be throwing you too far to start or it might be a bit too floaty at the peak. I'll have to play around with those stats a bit more. 

Killing enemies contributes to your overall score so letting them pass does effectively decrease your score by slowing down the rate at which you get kills, but I'll admit this is more of a temporary solution. For a full game, it likely will be more level-based and the amount of enemies you destroy will increase a currency you get for upgrades and letting them pass will probably decrease that amount. But since the whole upgrade system is just notes on paper right now, the current version of the game doesn't really punish you too hard for letting enemies pass.

these ideas/changes seem really great! i think adding them in would really improve the solid foundation you've built so far 

excited to see future updates :)