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Mork's Trial; Why even the title is inspiring. The cover art is enticing, the main menu is satisfyingly satisfying to navigate. Brilliant. But, none of us are perfect; where's the volume bar?!!?

The presentation is just like a classic rpg, I love it. The character designs are very unique, love them too.

I don't like the low frame-rate movement and turning. I assume it's an intentional style choice, but I think it distracts from everything else.

The variant textures on some of the walls really add to the ambience, as does the flickering lights, music and the limited colour palette. Very nice!

The boxes and barrels feel like they should be destructable. If they are, I couldn't work out how to destroy them.

I like how the strafing system is used as part of the combat. For the first couple levels, you can't get health potions, so to heal you have to level up. Maybe there should be something better to do with unused items than to drop them? Personally, I think the orc should be able to eat crossbows and axes for health. Healing options are very limited.

I got to the second level set, again very pretty. Unfortunately, I died soon after because I couldn't heal. For the purposes of a gamejam, I would have tried to shorten the whole game as much as possible and made sure players would be able to see all of your work, because I'm sure some people will have missed the second level set (and I suspect that I might be missing a third). That's not really criticism of the game itself though, since the pacing works fine.

All in all a strikingly competent and well polished experience, great feel and great art. Good job!