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Hi Fat Panda,

I've got a lot to talk, so I think I'll split it into different sections - and save more for later, since I'm not done with the demo as of yet. Here are some of the things I think the game could improve upon, and further iterate,

Aesthetics and Readability:

  1. Varying pixel sizes between the characters and background elements, particle effects, etc. Makes the game look very out of place and leaving the player confused about the definite resolution of the game - is this monster further away from the screen? Why is he more hi-def than the player char? Personally I think it also contributes into making the game look cheap, almost like using different assets bunched together.
  2. Monster hitboxes and their visuals aren't coherent as it could be. Sometimes I'd swing my weapon to an enemy's arm/wing and it wouldn't connect, whereas it's very easy for me to get hit by running into any part of the monster's pixels (weapons, legs, arms, hair, etc.)
  3. The big ranged monster that detaches its head and throws it at the player in an upper circular arc: It looks way bigger and intimidating than the regular slow enemies I first encounter, but its gameplay mechanic suggest a ranged weak enemy that is not dangerous up close at all. It's like seeing Illidan Stormrage's 3d model attached onto a cannon minion in Dota 2, it feels disconnected and just not right.

How Fat Panda intends to tackle these issues that I've encountered is entirely up to the devs.

I'll get back more on this, later.