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I finished the game. I didn't really enjoy this, sorry.

The interpretation of the theme wasn't very creative. I read the "How does your game fit the theme?" text after playing the game, and a lot of the elements you mentioned I didn't realize were related to the theme. Like, I didn't know the graveyard meant that generations of lizards died fighting the dragon. There wasn't any text on the tombstones or whatever to make the connexion, I just thought it was a random graveyard lol. Other than that, the interpretations kinda feel shoehorned in. They don't add to the gameplay. Like using the scales to buy stuff at the shop? That's just a money system like in every single game with a money system.

Visuals were easily the best part. While some stuff like the lizard characters didn't look good in my opinion, the forest background was honestly beautiful. The death screen is... a little disturbing? lol. Seeing the "pass on?" text and then the dragon's head is like you passed on to the afterlife yet the dragon is still haunting you in hell.. hahaha

Also there were a LOT of little things that bothered me and kinda make this game look like an unfinished demo. Here's a couple:

-I got knocked so far away that the forest background just became plain gray

-I really, really often got hit, heard the sound that's supposed to mean "the armor took the hit, you're fine" and then died a couple seconds later despite not getting hit.

-You're supposed to die to get the wings and make progress? Couldn't you just go back to the shop and buy them once you got enough scales?

-Navigating the dragon is confusing. Some parts of the dragon have collisions, some are part of the background (wings, for example) but telling apart what you can go through and what stops you is impossible.

Overall, I definitely think you could've thought of a more creative way to implement the theme and could've ended up with something more memorable. You can do better than that!

(+1)

Thanks so much for playing, and for the detailed reply!

Every person on our team had never built a game before this jam, and that is much of why the game feels unfinished--we spent a good amount of the jam time simply just figuring out the engine and how to build a game for the first time. Many of the things you mentioned were things we wanted to add into the game, but were constrained for time right at the end.

That being said, I know that many of us intend to keep working on the game and we will definitely take your notes into account. While it of course, sucks to hear that someone didn't enjoy the game, I am beyond appreciative of how much time and effort you put into the specifics of your review and what things can be worked on/improved for future versions of the game, and even future game jams.

(+1)

Respect. Knowing that you literally learned how to use the engine while making this makes it kind of impressive.

Also, being able to take bad criticism isn't something everyone has. Double respect.