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Thanks for playing and the feedback! The gold dropping timing was a bit of trial and error. I toyed with which state to put the spawning of coins in. I think the real fix would have been making death animations shorter. I like them and death animations I always find fun, so they tend to be a bit larger than other anims.  Regarding room transitions and enemies, I do try to make sure that the player doesn't feel like it was cheap shot, but I always miss one or two. I also made the assumption that the player would recognize the end room by its size, a save spot, and chest. It was one of those assumptions where I was partially wrong. It seemed like there was a mixed reaction with playtesters about that as well.

And yeah, I laughed out loud when the image of the final scene popped in my head and usually if something makes me laugh during development, 99% it goes into the game. 

Once again thanks for the feedback. It definitely helps! 

Sure, happy to provide it! In case you wanted something more specific, one of the rooms I remember getting hit on a transition was the very first room after the town, when I came in from the right. I wanted to go back to the town after rescuing the smith (before getting the orb) and the slime is all the way on the right of the screen. I had plenty of health, so it wasn't a huge problem, but it did stick out to me in an otherwise very polished game.

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Oh my god. I meant to remove that one, but it slipped by. It was placed there in the very beginning of development for testing and then I was going to remove it. Oops haha