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(1 edit) (+1)

Neat game, I was able to beat it. The art was really cool and I enjoyed the music.

I would lock the Player direction after they start their attack anim.

For the wall grab, might want to give the player a momentum push away from the wall when they jump to assist with movement.

I’d add an extra corridor before the jumping boss or special tile to inform the player of the danger to entice them to go “right” to the check point first, or make the checkpoint the room before the boss.

The final boss has a really cool design. I think the timings need a bit of adjustment. The opportunity to attack between boss attacks is very small and that would be alright if bosses had less health. The final boss flame attack can end and while you are walking to it to attack, the flame attack can start back up giving you maybe one slash at it. When the tentacles are popping out of the ground, I don’t think they should be fully random. This could surround the player and then hit them by appearing on them. There should be a second when the tentacle goes does before another can pop up to allow the player a bit of time between attacks. There’s an invisible ceiling during the boss fight too, so it seems that you should be able to jump over the top fireballs but can’t.

(+1)

Thanx for the feedback. The walljump mechanic is something I want to work on and refine with more time, but for the jam it was what I could do. I also didn't have time to balance the chess pieces, especially the last one which was done in a rush. I liked the suggestions, especially regarding the tentacles and the combo not changing direction.