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(+1)

Thank you for your comprehensive review. Yes, I have long considered whether or not to replenish the torches when a player dies. 

Torches work as a protective barrier and the idea is that the player should lure monsters into bonfires or torches or put torches where the enemy is standing, which would kill the enemy. 

We know about the bug about the monsters appearing near the player we just did not have time to fix it, sorry(.

Thanks again for the detailed review, I will definitely listen to your comments and in the future will try to pay more attention to balance and design. 

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So  that's how they work! Alright,  I should also note that the collision detection of the fires are not responsive all the time. Monsters would run past bonfires sometimes. I'm not sure if the hit box is too small or what. And since none of the torches worked for me, I guess the torches has the same collision problem.


Also, if you want to look up examples of UIs, try looking up the Quest for Glory Series. Platformers in general are also good with keeping the essential stuff easy to see when needed. Even dungeon crawler games like Zelda and even Binding of Isaac can help. I think what made it easier to keep track of things in those games is that the icons are larger, and they use pictures to communicate the player's status faster then just processing numbers in the mist of action.


I wish you luck!