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Hello!

I liked the concept, it reminded me of like a 3d abes odyssey style mechanic.

I really like the art style too, I couldn't put my finger on the inspiration but it definitely felt familiar and fun.

The player controls were pretty straightforward! I'd kill for a mouse sensitivity option and mouse locking but otherwise it all operated as i expected for the most part.

Personally, i felt the enemies weren't really impactful enough, i was able to collect all the civilians in the first and second levels without actually needing to use the shield/reflect mechanic. This resulted in the gameplay essentially being an explore/collectathon, rather than a combat/protect challenge, but if that's what you're going for that's cool too, but in that case i think there's definitely room for environmental puzzles :)

Also, I appreciated the fact that it was possible to change resolutions and volume of the game in the options, these are often neglected but nice features.

Thank you for your feedback.

I want this game to be combat and protect with exploration to add challenge. I plan to make the enemies more impactful.
I will also work on the options menu to add mouse sensitivity and make sure other options work as intended.

aside from Enemies and options were there any other problems you like to point out?

Sure! Note that i think on a technical level, there's a lot on display here and it's definitely looking good! (So don't mind my feedback, it's just observation)

Off the top of my head, there was a bug on the second level whereby i returned all but one civilian and everything despawned, all the enemys and the last civilian which meant i couldn't complete the level.

The instruction menu thing could use some proofreading if you have time :)

and, although it's cool all the civilians have names, the healthbar displaying rolling around the screen alongside all the names took up a lot of screen real estate that could otherwise be used to focus on the task in front of the player.

I think some of the 2D assets (the health bar markers especially) didn't seem to have their alpha transparency colour set, so they had white backgrounds, which would be cool to sort.

The screen resolution selector had multiple instances of each resolution, it may be worth sorting the list to ensure there are only unique entries in that list.


Additionally in that area, you could get the game to come out of fullscreen, but then it would not return to fullscreen when the checkbox was re-ticked.