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(+1)

The art in this game is gorgeous! The animations and boss patterns feel natural. The music fits the setting and it honestly well composed, but I maybe could have used a little more explosiveness in the production value and instrumentation. An X factor, something staggeringly unique that makes me scrunch my face and go "ooooooo shit" and meshes with the rest of the game!

As others have pointed out, the healing mechanic is messy. There are a couple ways you could have gone about this more ergonomically:

- I think it would have been beneficial to make the healing mechanic bind to the scroll wheel and use left click to attack. This is probably the most practical way to go about it without changing the identity of the mechanic.

- Instead of making the player have to point their mouse at the bottom right of the screen, make it work to where as long as you're making a circle period then you heal

- Abandon the mouse altogether (though the pointer graphic was really awesome!) and rework how the healing system works on a keyboard. 

Additionally, I take a little bit of trouble with the phraseology of the instructions regarding healing. Do I take more damage the faster I move? Or the faster I crank the wheel? It's vague.

I will admit it's exciting to have to desperately switch between keyboard and mouse and then back to keyboard again! Not many games can generate that excitement with that control scheme.

I could have used some more juice in the impact of my kicks when I hit the bosses. This is very clearly a high octane type of game and setting, just a little more impact on my kicks would have been ten times more hype. Also I feel like just maybe a tiny bit of spice when it comes to attacking (maybe  another cool move bound to "K") would have sent this over the edge!

I had fun despite this, this is all really kind of a nitpick. Everything was eye candy and it was fun to fight the bosses. I can't wait to see what you do next!

Very well done overall. This was a treat.

(+1)

Thank you! You really left us the Bible of feedback haha we appreciate it and will keep it in mind for the future. This is the first time weve worked together and participated in a game jam.
The controls are intentionally messy; we believe that if you're a mechanical ballerina who needs to wind herself up with a key on her back, you'd have trouble coordinating your movements, and that's exactly what we wanted to convey through the controls haha
Thanks again! Now I feel bad for giving you little feedback haha

(+1)

Lol don't worry! No one's required to give a ton of feedback. I just had a lot to say. I might disagree with you about the philosophy regarding the controls, I think that's really difficult to pull off without irritating the average player and making them disinterested in your game. But that's debatable and is neither here nor there. For working together for the first time, this was a wonderful entry. Great job!