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(+1)

I really liked the aesthetic. Very good use of a restricted color palette. 

Though, one or two more colors could help in conveying additional information. At times it was hard to tell what an item was until you used it. Some more distinct colors in the same tone could help communicate differences in items, and lead to other gameplay benefits (like item prioritization and remembering locations) without changing the overall aesthetic too dramatically.

All the sounds are cute and great. xD

My health didn't fully recover after death, which I felt was a little strange. I kept getting destroyed in combat, especially when I'm attempting to cancel the enemy's attack. xD 

Either way, it was a lot of fun. I would love to see more to this!

Great job!

(+1)

Thank you! And I made the player health = the remaining lives upon death, but I was never sure if that was a good idea or not.
Do you think I should remove it in the final product? As it does punish players who are already struggling!

(+2)

I would say remove it because it seems a little arbitrary.

But if the intention is to punish the player, it could be better to set the health to a fixed amount on death, but have more health recovery sources in the dungeon. Those sources could also be limited, so the same original amount of punishment can be dished out, but distributed over a play session. In theory, that could lead to a player optimizing their play as they learn and progress... in theory. xD

(the idea of health recovery flies also popped into my head while writing that, since you are a frog xD)

Hope that was helpful!