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Hi Jack :)

I have played your game and answered your questions in your comments, hope they are useful to you!

1.  The control scheme did it feel alright? Comfortable?  easy to play?
I managed to kill all the enemies in quite an intuitive way, so I would say yes, but I would say just have something on the screen to tell new players the controls, that way they don't get lost at the first hurdle.

2. Did you enjoy the enemy types? Do you think they need to be More varied in the way they behave? 
The enemies felt fairly good to fight, as I found myself having to move around to avoid attacks, and try to hit them when they were not attacking. However, I am not sure that the differentiation between "enemy types" is great enough, as they are both similar in size, humanoid, and wielding similar weapons. A greater difference between  the characters would help to mentally categorize the different enemy types.

3. What enemy types would you like in the game? Ranged, Tanky, feel free to elaborate! or Mention something I've not thought of!
I think a ranged enemy is always good as it means you can't just stick to  one method of attacking every single enemy. However, I think if you are to introduce more enemy types, such as ranged, you should make it possible to defend against each of them, otherwise you will end up with enemies that people don't like fighting (I think).

4. If you could add ANYTHING to this what would it be? 
I would like to see more of the game for sure. Exploring the dark forest environment, and others. This demo shows off the combat well, but I would definitely like to see how you explore other elements of the game next time a demo is released

5. Did you enjoy the art style?
I'm quite easy when it comes to art style, and I think any art style can be done well, so short answer is YES. However, something I  noticed is that because as the screen is pixelated, sometimes objects end up being less than a pixel thick, such as the swords on the enemies. You might need to make some of your sword models disproportionately thick to make sure that they don't end up being less than a pixel thick.

6. With The players health was that clear it was their health?
The sword on the top is the health, and I have worked that out. However, it is not easy to see mid fight, as I don't want to look away from the screen Centre, and it is not easy to work out when I take damage, as there is a lack of feedback on that. For that reason I died without realizing I took any damage during a fight.

Overall, good start and well made demo, makes me excited to see what you are going to do in the next version of "Forgotten Forest Redux"