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(+1)

Fun game with a amazing artwork. But there are a lot of balance issues. I did not get passed the first boss, because it had way to much health. I have hit it over a hundred times at least, and there was zero feedback for how far I got. The levels beforehand were quite dull. For the longest time there were only two enemies, which after a few encounters were trivial to defeat. Then came the skeleton archer, which does not shoot if you rush them. And just before the boss battle, I encountered a wisp, wish was impossible to kill, until suddenly it did take damage and die (at least, that was how it felt). The movement felt good, but it was often not clear which objects I could walk underneath. The scaling up and down felt quite useless. I only used small a handful of times, and ever found a moment that big was useful, until the boss where I could use it as a damage bonus. But despite all this, an amazing achievement for a game jam game.

The boss has 70 health, and it's easier to kill if you explore the dungeon before taking it on straight away :) Adding lots of content was tricky with a time limit, so I only made 4 basic enemies and a few room variants. Scaling up and down can be super helpful if you can do it right, especially in the boss area. I'm glad you gave the game a shot, though. Thank you for your feedback!

(1 edit) (+1)

Why do you assume I took the boss on straight away? I got health and dash options, but no damage. And you can say, it had 70 health, but I attacked it 4 times per cycle for at least 15 cycles (I had a lot of health) with a dagger, a few of which I was big for, as said before. The reason I criticise the lack of enemy variety, is not to say you should have created more enemies, but that the floor is too big for the number of enemies you made. That is also the reason I wanted to see the boss, instead off face the 20 th room of samey enemies.

Fair enough! Thanks for your ideas. I'll remember them when I'm making the post-jam version :D