Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This game is awesome. The art is great, every character design is really cool, the animations are well done and varied, and the gameplay is super satisfying. I love it a lot, which is why I'm going to get really nitpicky.

-The combat system incentivizes the player to play reactively rather than proactively. Once the flame is unlocked, there's no real reason to engage with the melee combat outside of bosses because the optimal strategy becomes to dodge the enemy's first attack then use the fire to instantly kill them. I think if the dodge/instant kill mechanic was slightly less powerful/easy to execute and the enemies slightly more vulnerable to normal attacks, the combat system would be elevated to much greater heights as it would feel more well-rounded, and an instant kill would feel more deserved.

-In bosses, it seems literally impossible to get a hit in without landing a dodge, which seems to be intended, seeing as how the bosses appear to be designed to make it as difficult as possible to dodge them successfully. It was kind of funny; by the time I got to the final boss, I found it so much easier than the others because of how fairly she telegraphed her attacks. I got incredibly frustrated with Rudy because of her nigh unreactable attacks, but it felt like she was meant to be that way. The only frustrating part of the bosses that I encountered that DIDN'T seem to be intended however were the attacks that involved the boss leaping into the air and slamming down. It was never clear what exactly the timing was for dodging those attacks. I would generally try to dodge right as they touched ground but it was usually wrong, and the flashes didn't seem to help with those. I'm not sure where I'm going with this paragraph, I'm just documenting my thoughts and frustration points.

-The heavy attack seemed impractical outside of use in chain attacks and for the ground slam, as it didn't seem to do more damage than the light attack.

-Grinding money for the moveset upgrades seemed a bit of padding. I didn't hate it, but it hurt the pacing and I imagine it would be even worse for a  player that died and lost their money.

-Somewhat connected to the instant kill mechanic, but I never really felt that getting healing from food or bath was ever necessary.

Anyway, nitpicks done for now. Don't let them distract from the fact that I think you have an amazing game here, and knowing that it's just the foundation for a bigger project makes me very excited to see what you'll do next!

Actually all this info is great! I want to smooth out as much a possible and info of the tiny detail helps.