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Notes as we play this:

- Music and opening splash screen are incredibly charming.

- That bunny vibin

- Why does Dinner close the game?

- This game is AMAZING. The weirdness. The walk cycle. Its outshines a lot of what we recently saw in the "So Bad Its Good" jam.

- The mechanic itself is also really fun as a concept to build around. Its like having some kind of really crazy wand from Noita. But this would be annoying and unreliable in Noita. As a concept in isolation its really interesting.

- What is this thing? A Seal? Can I talk to it?

- The boss fight is also really atmospheric and cool. Sadly, its a bit easy to stand under the dragon's chin and just cheese it.

- We'd like a better sense of what individual spells actually DO. And a few that seemed obvious such as fireball sometime had no effect at all. Other times it would fling the enemy but seem to do no actual damage? Do the enemies have a lot of HP? It would be nice to see that bar, or damage numbers on hits to get a better sense of how effective certain spells are in combat.

- Conceptually and stylistically this game is right on target. Just give it some more love mechanically and youve got a truly good game.

That's a hell of a feedback, many thanks!

So for the numbers, enemies have 6HP by basic, Explosive deals 1 or 2, fire burns for 2 or 3, lightning deals 2, rock is supposed to deal 1 or 2 based on velocity, but it's a bit buggy, and green regens them for 2 or 3, and yes, you can overheal them.

Same with boss, 300HP but sadly I knew it's easy to cheese him, that's why I planned another move which disables platforms and pushes player back. The stones he's summoning can also damage him that's why there are none falling next to his head.
If you've beaten the game then you should know why 'Dinner' does this. 

I thought of adding healthbars but with overheal it would look... weird. But never thought of numbers, will surely try that out! (first I need to patch enemy movement tho)

Yes, that is a seal, and no, you can't (yet) talk to it.

But I'll probably work a bit on it. Again, thanks so much for the feedback!