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(+1)

This game was the best one, I played yet. I liked the art, and the posses mechanic.


There were also things, I would do differently. First of all, the melee system is weird. Sometimes I can't hit an enemy, that is standing really close to me. Secondly, I would make the scene transition a bit quicker. It was a bit annoying. The last thing is, that I felt a bit cheated, when I killed myself as the mage, so I wouldn't have to battle him with a melee. I feel like it is a wasted opportunity making stuff like this impossible. Other than that, it was fun.

Very fair feedback, I got excited about and caught up working on some of the under the hood systems the project has. This unfortunately led to not putting enough time into the design side of things when it came to the various combat abilities and bug testing around them. Having the mage be immune to their own explosions is a good quality of life change I could make, I’ll try to find some time after the Jam to push some of these kinds of changes to a new version, but I’ll probably hold off for a little bit so that people can play and review the game as it was at the time of submission.

Thanks for playing, and thanks for the feedback.

I don't have a problem with the mage being immune to his own explosions. I tried to exploit this and kill myself as the mage, so I wouldn't have to fight him. I didn't realize, it would kill my main character too and I felt a bit cheated.

Ah you mean that the damage was hurting your uninhabited body? I thought I had disregarded that entity from damage logic, but perhaps my fix for that only applied to the melee attacks. If that’s the case then knowing that should make it an easy enough fix.