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Things I liked:

  • Beautiful art & sound
  • Title screen changes after you complete the game
  • Unique setting 

Things I didn’t like:

  • Difficult to understand what is going on and how things work

There were 2 design choices that really hindered this game’s UX: 1) textless story, 2) front-view battles. Having no text makes the game more universally accessible but also means that things need to be really intuitive or players are going to be confused. Also, this game would have benefited from a side view battle system so information the player needs would be conveyed more easily. Since you’re going with no text for this game it means the visuals need to convey everything.

I still liked the idea overall. I hope you all keep improving and I look forward to whatever you come up with next.

I will admit I was short on time when creating the game's overall UX presentation. We decided early on we wanted it to be front view to save time but didn't take into account the fact that the front view can't display the popup damage, to which I already noticed since Harold Tales Maelstrom Leviathan Disc 2. We were also shorthanded on time so we couldn't change it and my team suffered burnout from making assets so I have to salvage what little I can afford with it.

The intuitiveness of the no text rule is definitely something I'm trying to perfect. I nailed it with one of my projects but it seems this time I seem to miss in some aspects. But hey, its a learning experience.

I thank you for the feedback and your appreciation for the unique setting, the art the team has made and the unique title screen transition post-credits.