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(+1)

Get ready for the CONSTRUCTIVE CRITICISM (In a form of a point by point list) [Also SPOILERS for those who didn't play it]

  • The eyebat - I think i know what you were going for? Like a monster that will be so hard you grab the book, but you know how a player reacts when a challange is thrown at him he will go to extreames and "do the exact... same fucking shit... over and over again expecting... something to change". Either way really frustating with it's moves. I feel like they were too random and a longer battle with more attacks would just suffice over a random spin of the wheel of fates. There is no real way to predict where they will turn which is frustrating in a compleatly different way then the hardest battles of undertale's Genocide run.
  • The book - kind of anticlimactic becouse of the previous fight which makes it kind of feel like you weren't really given a choice and this was a total funnel for the benefit of keeping a story. Which kind of makes this epic finall showdown moment feel forced and uncool. Also like a bit more spice could have helped like having one attack like the rest of the enemies just made it seem like it isn't even the big bad enemy there is nothing unique about him compered to what we deal with at the first enemy. Also the ammount of eyes just showing up on the objectives mean that this fight drags on for way to long and forces you to just wait... and wait untill you can finally grab it without more attacks or a second phase to make it feel a little less dragged on.
  • The combat in general - the hitboxes especially on the normal attacks felt a bit off like I know I touched them but even when I felt like they were far enough away from me. I feel like the hitboxes could have been a tad smaller.
  • The rest - good... very good even, pale did a fantastic job with the art, tho a attack animation for the start of the fight would be cool so the bat just doesn't heat seak onto me and then just stands directly on the center of the character before the scene loads (Also did they have to be different scenes couldn't you just have, turned of the player controls and did that on the same scene so there wouldn't be those awkwardpauses every time the scene has to load back or at least have the main scene not be swapped and just still be there under this one) the music fit the battles and the character controller alltho nothing special did it's job of getting us from point A to B.
  • Another thing? - yeah this list never ends does it, the end the start the lack of skip! you really expect me to sit through the dialog I heard between 20 seconds ago and 3 minutes ago, like why isn't there a skip button after you encoundered you have the end fight with the book for the second time, why do I have to refresh the game to play it the second time even when it's intended to have multiple endings and multiple playthroughs, why do I have to sit through the intro the second TIME. I'm sorry for yelling, but come on...
(1 edit)

Unfortunately, all things in this list were supposed to be adressed, but I ended up having way less time to program than we planned, so we had to downscope and simplify everything

I have no excuse for the slightly too large hitboxes, I noticed once while playtesting a hit was slightly off, but I forgot to ever change it lol

But yk what, I'll add that you can press "Enter" to skip dialogue to the game description, unfortunately I didn't get that quite finished either and it's a tad weird visually, but it's fine