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Cool concept, I only saw it used for monster taming (frankenstein or genetic combinations) but not on enemies to fight.

Is there an end to the boss rush? Would be nice to see some progression/objectives like Win 5 times in a row!

I didn’t notice the procedural music at first, but looking at the description I assume there is some vertical combination of tracks based on the different parts, which is also an interesting idea.

The full dragon was dangerous, spawning fireballs everywhere. When it reaches 1 HP it raised a barrier and I couldn’t break it and lost… I’d like to have a hint on how to break it.

Performance-wise it was OK but there was a lag on first fireball spawn.

Gameplay

My main issue was gameplay, with controls being raw or unresponsive:

  • no possibility to chain melee attacks, no Cancel period at the end of the melee attack animation. So you have to wait for a full melee attack to end before starting the next one (and there is no input buffering so it looks like click input was completely missed)
  • similar issue with gun, although animation is shorter so it’s easier to chain
  • gun has quite the startup time (time between input and projectile spawn)
  • also felt hard to chain between sword and gun (same, no cancel period)
  • tutorial mentions that sword charges gun, I suppose it means that individual sword hits charge the gun gauge. That would suggest that gun is quite powerful but it doesn’t seem so (I beat one boss more reliably spamming sword attacks) so I’m not sure if this mechanic really balances things

Art

the pixel art slot machine looks nice (except the rotation pokeball I suppose, but many of us got that issue about rotating pixel art in that jam), then there is the HD battlefield which is in a completely different art style, and even has pixel art fireballs in the middle, making it quite inconsistent. It’s less problematic between different screens but stands out on the same screen.