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(+2)

Overall pretty good.

Difficulty curve for the non-boss game is good.

Enemies all do quite a lot of damage. Save points are very frequent. Why not just decrease damage and get rid of some save points? It's more interesting to be forced to press on with some damage, than to just forget about it and respawn many times.

It is very hard to hit a whip-swing point, with a vertical straight-up whip attack.

Green alchemist's hitbox seems to be too big, particularly during her dash attack.

The boss fights feel cramped.

Boss damage is severe and they have a lot of life. This makes them feel more grindy, like normal enemies with a large simply numerical advantage, than bosses. That may be "true to form" for this genre, but it feels like imbalance.

Difficulty spikes drastically for bosses.
(+1)

Thank you for your comment, this will help me a lot to improve the game :D