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(2 edits) (+1)

It's a novel concept, and you're the only jam entry I've played so far that actually includes a transformation sequence which definitely earned points. The story may be minor but it gives enough context and involves player interaction (ie it's not just a cutscene), so I enjoyed it!

Combat though is... clunky. It's not clear when enemies attack you, so you have to keep them at their distance, which is trivially easy by spamming the ranged attack. Though the melee seems to have a three-hit combo with a pause in which the enemy can slip an attack in, the ranged attack does not, and can be fired fast enough to keep an enemy in permanent stunlock. This is how I killed the final boss. Notably, if an enemy is in the hit stun animation, it also blocks them from their death animation, so I kind of wound up standing there spamming Y for quite a while...

(the ranged attack projectile also moves at the exact same speed the character does, which feels a bit... odd if you fire it and then start moving forwards)

I initially thought there was no 'dodge' mechanic until I realised you can actually jump on enemies with the lack of collision damage. It's a fun touch, I quite like that, honestly. It was an 'aha!' moment when I realised I could jump onto and over the slime-face things.

(+1)

Thank you for your feedback!

The ranged attack was a late addition, and I guess it can be seen in how badly it interacts with the other mechanics. Honestly there's even a pretty massive bug where if you hit the enemy with your staff as part of the ranged attack animation, the enemy will be hit... suffering the same damage and knockback as the last used attack. So you could use the 3-attack combo, end with the most powerful attack, and then just keep pressing the ranged attack button up close to thwack enemies with an attack that's faster than any other attack of your character, but as powerful as your strongest attack - plus with a projectile that will most likely hit the enemy again. I noticed this only when playing on the last build, and I decided to keep it because the probability of including more destructive bugs when trying to fix that was pretty high.

I knew about the speed of the projectile, but never found it odd. I guess this is why feedback is important!

Overall thank you for your feedback. I'm glad you enjoyed the parts that you enjoyed. I'm overall pretty satisfied with the transformation sequence - I planned it to be simplistic so it wouldn't take too long to implement, but it ended up taking a lot longer than anticipated.