Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Interesting little game! It's quite fun to use the attack (that doubles as a dash), and the bosses have a large array of attacks to dodge, plus the random factor makes them very unpredictable and fun.

One criticism I have is the bosses felt way less like bosses, and more like normal enemies most of the times. I like when bosses are not damage sponges, but here I think they could use a bit more health, and more "impact", I don't really know how to describe it.

And another thing, I noticed that some bosses didn't seem to attack me, at least actively (like Violence, who was for the most part floating around in the arena passively).

The goblin is cool😎

(+1)

Ow man, thank you for the review, i'm really happy about you and people in general liked the game, but i'm sorry that I transmited you that sensations. And you have a very good point. I have made them that fragile with the idea of the player taking them out easily, the first 3/4 bosses are just an introducction so I wanted them to be easy to slay, but thats true they could feel t0o weak to be bosses.

About they beeing pasive, you are right, I haven't seen it before because I know every behavior that they have, but after seaching for that feeling I can understad it. And it's strange because every boss is going for the player except for herobrine, he is trying to get a good spot to shoot at you. And I see wendigos feels pasive, because they are too slow and they stop sometimes to rest (this boss needs a big improvement). Herobrine feels like he is running away from you, and that is exactly what he is doing, but I didn't wanted to make the player feel just that, I wanted to make them feel like he is seaching for a place to attack.

Thank you for the coment