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I like the idea of the game. a fast pace boss rush filled with different boss with different style of battle. but i feel the execution rather lacking.

Here the thing, when you designing a hard game the player is expecting the challenge presented to be fair. but this game is filled with many moment where the only thing that i can do is to take the damage. for example the picture below, there over 20 times that i found a moment like this and it annoying. this boss is not the only one but you get the point. even the version 1.0.1 is filled with moment like this, more even. because of that i feel many of my death is not because of lack of skill but rather lack of luck, and that is not what you want the player to feel when creating hard game.

What i found is each gimmick is fine by themselves but the timing on them is not compatible with each other resulting in moment where the player cannot dodge because there a wall on the way like the picture, or on floor 3 where the spinning red bone is on the only place where the laser?(the full line attack) is not on.

With a bit of fine tuning this problem can be avoided. hopefully you can fix this as soon as you can. because i see potential in this.

also the ! mark is rather hard to see when it was on top of sword panel maybe add a red line around the panel just like the sword surrounded by yellow so it a lot more visible.

Thanks for the detailed feedback! There's a lot of randomness in this game (especially with the lock placements), which can lead to unfair situations. In the end, you're completely right that it makes an unfun experience. As I further update this game, fixing these type of situations is definitely on top of the list. The intention was for fights to feel difficult, but never impossible. Randomness doesn't lend well to that design philosophy, so I'll rework how a lot of mechanics spawn post-jam. Thank you again for playing! (And I think you're the only person to make it to Boss 4 btw!)