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Well done! This just got it right on so many levels - perfect length, amazing art, voice acting, action sequences, and general polish. This was a spectacular team up, and a good example of how a team project should go. I felt like everyone's strengths were visible.

Since this was so good and was clearly a huge effort, I want to offer some tiny suggestions.

- I'd love a way to revive (boss killed Marsha).
- A little balancing on skills. e.g. Nuke can be used every other turn if you recharge MP, but doesn't do enough damage to be worth it. Other high TP skills felt less good than slightly lower ones.
- Impact animations on projectile hits, and differing sound effects (always sounded like a slap)
- Personal preference, but if an enemy gets knocked back, have them continue facing forward. If you got blasted away, you probably wouldn't turn the other direction, right? (just put "face target: forward" after the move back).
- Have action sequences with multiple projectiles have some timing overlap, e.g. fireballs raining from the sky shouldn't have to wait for the previous one to hit and show damage before appearing. Takes a little practice getting the waits right, but seeing multiple things appear and hit in rapid succession is satisfying.
- Figure out if you can change the pictures without closing the text window (I swear its possible in MV!)

Definitely a contender. Thanks so much for your Haroldic contribution, KNHK!

Thanks so much. There were a lot of jabs at my work there. LOL. But AS did get a back seat in that game, so it's cool.

Ahhh yeah I see they were often AS oriented, but hey, that's what I know. And combat really was awesome looking. Just providing detailed feedback (that I didn't with many other entries)  in case you develop the game more or do a sequel!