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(1 edit)

Thanks for letting me to play your game!  My comments:

Things I like:

  • Really like the concept of having strategic boxes throughout the map that you  have to capture & also beware not to break the linkage. Pretty good mechanic to make traversing & fighting the sorcerer more interesting
  • Good art & animation

Things I didn't like:

  • Was confused with the control mapping until I asked you on discord to clarify them (Thanks :)). 
    • Sliding hotkey was a mistake (actually E) - that is fine. 
    • "Connecting boxes" hotkey was confusing at least to me :P (IMO the tutorial is actually right but I did not get it 1st time that I need to right click the sorcerer or swordman block first) 
  • Controls: When fighting an enemy that is flying, IMO it is really important to get jumping & attack controls right, but both of them cannot happen at same time. Everytime i want to jump and attack it ends up only attacking without jumping, which was kinda frustrating
    • Having Sliding as "E" is not a good choice when A & D are for movement IMO. Better if sliding can be something done by another finger while 2 fingers are occupied by A & D/ ALso sliding itself doesn't really seem useful for me (I guess you also realise in the tips already haha)

Overall it was still pretty good though, good job & keep up the good work!

Hi gladgib!

Oh wow, such detailed and extensive feedback! Since we are definitely moving this game forward, feedback like this is invaluable. I am treating it as an extended playtesting period, and comments like yours really will help in the future. I will be revisiting this as we move forward for sure!

I agree with the majority of your critiques. 

  • The sliding is straight up wrong, and that is a result of me forcing it into the game at much to late a stage just for some style points. I am deeply regretful!
  • I really like forcing the player to run back and forth to their block to get the powerups!
  • In my experience playtesting (which was limited), I never seemed to have a problem jumping and swinging. I 100% agree that the mechanic needs to be perfect, and when I return to recode the combat system I will give it a deep and wholistic review. Probably has something to do with input priority.
  • I chose "E" for the slide (although it is wrong in my "How To Play") because in other WASD games, E is jump or interact, so I figured players would be familiar with it. I am glad you pointed out how cumbersome it can be. I honestly think this game will work best on a gamepad. I think we will go the Dark Souls route and say "Sure, you can play it with a keyboard, but it won't be fun!"
  • Sliding does reduce your hitbox size. Again, I only included it because it felt interesting but I agree it doesn't add much to the experience. In future iterations I will either really fix it up or scrap it!

Thanks again for all this feedback. I am going to put everyone's feedback in a discord text channel and meticulously go through and address each concern as we move forward. This is endlessly helpful and I really appreciate the time you took to review our game. Thanks again!

Best,

Brandon from TheIndieDream