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The gameplay, visuals and overall mood are all spot on and feel really great. I really enjoy how the mechanics all play off together and provide a very expansive set of tools to play with.

That said, I felt that the early levels didn't really cultivate within me the want to really experiment with those great foundations. Instead it seemed more optimal to race through with the vignette on high parrying and slicing away.

In that way maybe focusing the early levels a little more could help to encourage players like me to really explore the great set of systems you've built.

But if you nail that progression, I can't help but think these mechanics would make a great little indie.

Thanks for the feedback! You mentioned that it seemed optimal to race through the levels with the vision reduced. Do you think it would be better if the combat was more heavy, and making a lower time to kill and giving the player less health? Also, what did you think of the boss? You only talked about the early levels, just wondering what you thought of the later ones, haha.

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I think perhaps just tightening up those early zones to make the gameplay a little more focused may help. To give an example, for the first door that required a key I realised I could just dart past the enemy to grab the key then rush to the door instead of engaging in combat. Which I think I did because the majority of the level up to that point had been about dodging threats (the arrows) rather than facing off against enemies.

I do like your idea of making everything hit harder (both player and enemies) as that would up the necessity to really take ones time and engage meaningfully in combat--and would force me to take on the enemy before grabbing the key, for example.

Unfortunately I didn't make it to the boss so I can't comment on that, but I like the design which I did see.

Ultimately, I'm not the ideal tester for a game like this as I tend to shy away from 2D experiences so do take my wordsd with a grain of salt.

That said, I really do think you have some great base mechanics and a solid art style which are the strongest of foundations for something truly great!

Thanks for the response!