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(+1)

Due to web browser support on both desktop and mobile it was hard to play it (and I believe desktop isn't the focus) but that's no fault of your own.

I believe you're developing in Godot and read through the bug reports, and thought I would offer possible solutions.

"When entering any of the liquid landscape (water, lava, etc.) areas you either get stuck, and must restart, or if dropping from a high surface onto it, you'll fall through the map."
This could possibly be due to both the physics engine you are using and the size of the colliders. If you find that changing the size of the colliders to be larger has no effect, then trying the Jolt physics engine (available in the asset library) could fix it.

Everything else seem like quirks due to web browser support and other simpler issues.

I think the game could benefit from some more risk by adding cooldowns to the attack/throws the player could do, while also adding short stun times to non-boss enemies to balance it and provide feedback to the player. If quick enough I don't think it would have significant enough of an effect to change the gameplay but enough to provide a better experience and feel.

So far the game is aesthetically great which is very rare for a demo. It's already developed its own style and charm while borrowing from set standards like Supercell. I'm excited to see where you take it.