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Very cool artstyle! Did you do it yourself? It fits the world nicely! Maybe you want to guide us what the core and secondary mechanic are?

Agreed, its cool you show the enemy HP only when we are close. Perhaps think about the damage and healthbars relation, it felt like a long fight of just spamming buttons, but I assume this is still a prototype, so well done!

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Thank you so much for your kind words! I’m thrilled you liked the art style—it means a lot! I actually created the entire game, including the art, mechanics, and design, by myself for GDKO Round 1, so it’s great to hear your appreciation. 😊

The core mechanic revolves around precise combat and movement, while secondary mechanics focus on strategy, like managing your distance from enemies to reveal their health.

I appreciate the feedback about the health bars and damage—it’s definitely something I’ll work on improving. The fights will feel more dynamic and rewarding in future iterations. Thanks again for taking the time to play and share your thoughts!

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I agree the game isn’t as engaging as it could be, but if I move on to the next round, I plan to add more animations, including enemy animations, additional frames, and enhanced combat animations for both the player and enemies. Hopefully, that will make the gameplay feel much more dynamic! Thanks again for your feedback and support—it means a lot!

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Even more congratulations for doing everything! This is a huge feat! Good tactic, future rounds are always useful to improve on stuff! Good luck and well done!