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(+1)

Solid early presentation! The colliders were a little confusing compared to the visuals, but not a big deal considering that wasn't central to the gameplay.

I feel like the game falls apart when it gets to the battle minigames. It felt like I was expected to fail at least a portion of the minigames it presented (or you have way too high hopes for player skill), and that's a pretty unpleasant feeling. With the mess of stuff going on on-screen I got zero feedback on how the battle itself was going, whether I was winning or losing or how much damage I was doing or receiving, etc. If that information was available, it was lost in the sea of minigames.

I eventually had to close out because the minigames just kept coming and I wasn't sure if I was in some kind of broken loop or if the health pools were just suuuper big.

This was an ambitious project and in some ways I think you succeeded, but maybe lost sight of the forest for the trees. All of the minigames worked well, but they failed to service the greater metagame you had going on.

I'm honestly impressed with how much you managed to get done in this timeframe. I think with better playtesting and a round or two of revisions this could be a really great game.

(Also nice sprite animations! Those flags looked great.)

(+1)

I'm sorry your experience wasn't a good one. Yeah, I wanted to add enemy feedback animations, but simply ran out of time. The three enemy's health is 3 for the guard, 6 for the floating helmet, and 9 for the undead dragon at the end. 

"lost sight of the forest for the trees" perhaps you're right, but I wanted to give it a try :)
Thank you for giving it a try and have a nice day!