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Hey LaksamanaTyfoon,

This is executed pretty well. The controls and movement felt right. I like how the tops look with their cool colours and shapes with a touch of randomness. I also like the audio you chose for collision feedback. 

I could not tell whether this mechanic existed but I think it would be cool to regenerate the health when players move faster (Obviously, it needs playtesting to ensure balance in design.)

The pillar in the centre was a bit annoying as it blocked the view of a part of the ring, but the collision aspect of it is not bad since it affects the movement of player and NPC in a relatively good way.

I wonder how it would be to keep the destroyed tops on the ring for the whole round instead of deleting them from scene immediately. But don't make them affect the player's movement much, or at all. 

It's a lovely game, and with further polish, it can be better enjoyable. Nice work!

Hey! Thank you so much for all the feedback, appreciate it a lot!  

Yeah, unfortunately due to time constraints I ended up simplifying the mechanic a lot and polish what I have instead. Originally I planned for each Blades to have a Stamina, health and damage bar. Stamina being regeneratable from environment interactions, while health can't be regenerate but can only be reduced by fully charged damage attacks. (Either reducing to 0 will result in the player losing. )

As for the pillar, yeah I agree that it does obstruct the camera. I was trying to make it so that the camera zooms in front of the pillar when the Blade goes behind it, but not sure will that be annoying.  

Actually I recently thought of a mechanic that could utilise all the broken pieces. Maybe the player can pick up nearby broken pieces and swirl them around you (like a tornado), which can damage enemies when collide with them. However enemies can do the same too, so you would want to rush back in to collect the pieces. 

Once again thank you so much, I'll definitely polish the game further. 

Yes the time constraint can be difficult. You managed to stick to and polish the core gameplay quite well.

Stamina, health, damage - I hope you find an immersive way to convey this information rather than slapping on a set of numbers in the corner of the screen.

When the tops collide, create some sparks or ripple like vfx; perhaps increase the vfx intensity depending on the level of damage inflicted.

Btw are the players meant to fight as many tops as possible? In nearly every round, I just moved around the ring waiting for the NPCs to destroy each other and then I took out the last one with ease.  

Playing again, I felt that it might be nice to have the default view slightly zoomed out so that a bit more of the ring would be visible, but not all of it (leave some room for "exploration"). To be honest, I felt nauseous a few times when I was going around the ring a few times. It might be worth a try to have the camera static, although I think it might affect the "action" aspect of the gameplay due to reduced camera activity. You could also give the player the option to zoom in and out, set camera to static or whatever. I guess playtests might help. You do you.

Good luck!