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I definitely liked the art a lot, it's a really cool way of introducing the story! I also like how the dragon gets bigger and bigger, but also gets more health, that's some neat game design. Maybe it wasn't intentional, but the change in direction in the last level made it that little bit harder, because displays aren't as big vertically as they are sideways, meaning there was less space for the arrows to travel and subsequently there was less time to react.

My only gripe with this game is that it can get a bit repetitive if it would've been longer, and the visibility of the arrows was really bad! Black on dark green, black on dark blue, I really felt stressed that I couldn't see the arrows.

But besides that, good submission! Also like the little story that accompanies the game.

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Thanks for such a detailed review! I definitely used reaction time to up the challenge quite a bit. Not only do you slowly approach the edge of the screen in each stage, but, like you said, it gets reduced significantly in stage 4. It was definitely intended to up the difficulty with time.

I used visuals to keep things challenging and simulate Azul's own difficulty seeing and dodging attacks. This is especially the case with the blizzard in stage 3. However, I definitely see how the arrow's size could get frustrating, and I'll keep that in mind going forward! It's no fun if you cannot see the threats at all!

All in all, I'm quite glad you enjoyed the little story I told and the way I told it. Thank you for playing, and for the useful feedback!