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(+1)

i played the first three levels. i got pretty much used to the controls. as an attempt to create a control scheme this was definitely a functional game and control scheme, and i could have probably made use of the fireball spell if absolutely necessary. in any case, i did not really use the fireball for anything in the time that i spent with the game.

melee attacks are not that satisfying. i found jumping had quite bad feel, and it was easy to slip off the edge of platforms for one reason or another. finally, when i fall off the edge of a platform, it takes a long time to respawn. in general this created a system which did not entice me to spend much time with it, and additionally consumed more of my time than necessary which more rapidly drained my desire to continue playing around.

in the levels that i played there was not much interesting use of scaling, but the mechanic itself was fun to experience. the levels did not feel too good to play either, but i will chalk a lot of that up to the movement and combat mechanics not being particularly responsive or good-feeling (see previous paragraph).

i would like to specially note that while the opening animation is very nice, it feels as though more effort was put into "branding" the developers than into the game itself, and was prioritized to the active detriment of the game, which is especially frustrating, as a player. this has been mentioned by another comment below so i won't give this an excessive amount of attention, but will note: an animation of similar quality that attempted to communicate or express something more related to the game experience itself could have been a big plus.

speaking in practice and not in theory, i came back to the game for a second try while writing this review, played level 10 in search of a more interesting use of scaling -- and found the platforming very annoying, so intended to quit to the main menu and play a different level. i accidentally quit the entire game and in that moment did not want to sit through the animation for a third time, so i simply did not play any more levels. you may interpret and react to this report as you choose. i have obviously spent a lot of time writing this review so it is not purely a "time" thing :)

I totally agree with everything specially with the intro animation! But you can just read my answer to the other comment about that. We planned to have more particles and screen shake every time the player hit someone but we run into a huge issue with unreal engine that
basically disabled WASD movement and we had to make a whole other system last second, so we miss a lot of the " JUICE™ ". 

The LvLs where also kind of rushed and the "funny" thing is that lvl 7 was supposed to be the last lvl, but the main developer of the game didnt have time to change the order.  And i totally agree that the lvls dont really use much of the scaling feature expect for a couple of lvls, this was our first ever game jam so we where kind of bad with time management, specially with the whole wasd movement issue. Also the projectile can be helpful at higher lvl play, if you want to optimize dmg, but you dont need it at all in casual play sadly.

Btw if you want to see the whole game, i have a video of an awful speedrun i did : 

You can scheme  through the video if you want.

One last thing, the animation was made a while ago for or other games, so we thankfully didnt lose any time on that, but the developer added it last second and didnt make it skippable due to time.