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(+1)

Liked the game, but it had no end.

Good mechanics and art. I like all the polish in the game. The only thing that bugs me about the game is that it has no end or raising difficulty. I got bored after getting 265 point & left, because I did not see any changes. For me it would had been good, if the game had stopped after killing all the enemies in the forest.

Notes:

1: I would have liked a closet in area for gameplay, so you don't go into a empty void.

2: I have no reason to not attack, so i just spam it. Maybe a charge attack or something to change that. And if you want the attack as it is, I would have liked not to need to click for every attack.

(+1)

Thank you for playing! So you banished 38 demons, the world is now a much better place. Unfortunately yes there were no incremental changes. What kind of incremental changes would you have added? 

As for having a physical end, that's how the game was designed right up until the last minute, and then I wondered what would happen if people wanted to keep playing? I could add a replay button but what if people wanted to keep their coins? I ended up just making it endless.

In response to your notes:

1. I agree, it doesn't make sense to just be an empty void. I tried getting to loop but it wasn't working and I was running out of time so I just left it. I also thought about making a "dense" forest around the edge that you couldn't pass through but there's no chunking or vertex batching whatsoever so I didn't have the spare fps to implement it.

2. That's very true, I never even thought about that. Do you mean a separate type of attack that you have to charge? Or that the main attack uses charge and therefore cannot be spammed? I can sympathise that clicking constantly is going to get tiring quickly. Perhaps I just built an immunity to it during testing and now my finger is really strong so I didn't notice. I agree it's not optimal.

Thank you for taking the time to write the feedback! It's really helpful to me

For you question about the attack, 2 commen design I see the the stamina meter and/or the light & heavy attack. Maybe the light stuns, and the heavy uses to bush he demons away. It could give the player some options for strategy.

I like the idea of different attacks for different purposes, e.g. a type of motion that gets them out the trees and then an attack to sweep them into the portal. I can see how that would give the player some more strategic options. 

A stamina bar also is a good idea, I didn't think of that. Maybe it could go above the hearts! But then we'd need some other meter above the coins to balance it out.