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(1 edit)

Nice idea, it's a cool take on Adventure of Lolo, can definitely feel the inspiration.

I agree with the previous comment that the game is infuriating, but it's some small stuff that's really easy to fix. With 1 hours of work on small fixes your Game Feel / Mechanics ratings would go up 1 point at least imo (so that's a good thing).

Other already mentioned the colliders / hitboxes (huge issue! But quick fixes).
I'll also add the following : 

  • Being able to keep playing for a couple seconds after dying (+ no death animation) feels horrible. I never thought about it and I wouldn't have thought it would be bad, but experiencing it, wow, I hate that (thanks, now I know it's an important thing to look out for xD). 
    Having a 2 seconds delay before restart is OK, but you need to lock the controls the moment the player gets hit (+ death animation potentially).
  • Less important than the other 2 points, but I'd add a second detection area for the dragons where they start charging up. Eg. When you are 25 pixels away from the area that instantly kill you, have a transparent beam start appearing where the dragon will fire, show the dragon opening its mouth, etc....
    Right now you are fine, then the next frame, already dead. Balance wise it can be fine but it feels bad imo.

If I look past these and consider them fixed, you'd easily be in my top10 for the Jam! :)

First of all thanks for playing the game and for the precise feedbacks.

This are the comments that everyone should post under a jam game.

Death animation and the area of the dragon enemy  were all ideas that we had, and I can add that we even have the UI indicators for the last direction of the character for better explain why you can't spawn the copies sometimes and a UI indicators for where the rays of the dragon will hit in order to not get surprised by the rays.

But we were unable to include in the project before the deadline.

Like I said we still have to learn a lot about time management.