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(1 edit)

Art and audio are really good. Everything comes together to build a specific tone and ambience that I think you managed to pull off. Like the world feels rich even though there's not much to see.

If I were to criticise something about the graphics it's that It's a bit hard to distinguish background from foreground and that the skeletal animations feel a bit stiff. But that's like something really minor.

The shooting and platforming parts of the gameplay could use some work. The character feels heavy and you can die from a few hits. Platforms are too small and you can slide right off them if you aren't careful. If (when) you die, you start right from the beginning of the tower and that felt awful after having trouble with the second enemy. You mitigate this with the healing, but once you ran out of moonlight and the charging spot is taken away, it's practically game over. 

Overall I liked it, but found it a bit difficult. It was also cut short, so it left my thirst of vengeance and desire to kill the king unfulfilled. Hope you finish it!

PS: It worked perfectly on Linux (Ubuntu 18.04)

Thank you!!!

I did not really have any experience in animating before, so I have a long way to go. I might overdid it with the difficulty on the platforming section. The health system is intentional this way. At first I thought about combining health and energy into one, but I decided to separate it. There is no downside to healing (you can still move and jump and it happens instantly), except losing energy. The whole idea is to be resourcefull with your energy without wasting too much, like for example forcing people to decide if they want to heal and waste energy or risk dying from one hit.

I got a lot of complains about the second enemy, especially for cutting off the moonlight. This did surprise me, because the pattern is extremely predictable and there are huge areas where you cannot get hit at all and just stand there without any risks. I tried to figure out what went wrong and watched some of my friends playing it blindly. Mostly they charged in and played very aggressively. I think I should have made a larger tutorial section, that really teaches to be careful with the energy management and create a proper solution, what the player should do if the energy runs out.

You are right with the small platforms, they are too small. The end area was pretty rushed and I should fix it.

We will probably continue working on it, so I hope it will satisfy your thirst for vengeance.

Thank you for your comment!