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I like this concept, but there's several parts I didn't like in practice. Like other commenters, I didn't like the camera movement. I think this would've benefited more from have the dog being the parent of the camera and crafting the dog's movement around a comfortable speed/acceleration instead. Besides that though, the items were constantly too close together. I think having them be thrown off from defeated orcs would've made it much easier to grab individual items. Lastly, it feels oddly subject to RNG. I got to level 2 and failed almost immediately because no health potions were dropping at all.

All that said. I do think the visuals are surprisingly functional given how clustered together everything is inevitably going to be in a game like this.

Thanks for the feedback. Yeah im not claiming its perfect, most of the decisions are made randomly so you can easily get unlucky or have a lot of clumped items (which obviously is a big problem). I'm starting to think that the camera moves are inconsistent from platform to platform, because the dog is very firmly on screen and its not moving particularly erratically on my screen, but I think it must be on other people's, so thats again another feature. In the end I think we made a game that's relatively fun to play and that's more important to me than balance given the short time frame, but there were clearly some flaws that could've been addressed regardless.