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(+1)

Cool idea. Charming visuals too. The movement felt a tad strange, like sliding around at times, but my game suffered from something similar as there just wasn't enough time to tighten that up. I'm unsure how I feel about the shift to target aspect. I'm wondering how it would feel without that. I felt it slowed things down a bit. When there was lots of souls on the screen, I couldn't help but wanna blast them quickly rather than target them and hold click. 

Solid execution overall!

(+1)

There are certain platforms where the friction is set to 0, so the player would basically be "skating on ice", but I didn't really differentiate them well enough I guess. I had thought about the targeting as well, and I suppose it started out as a way for the player to choose a target. Instead, it should've just automatically cycled through targets when they got in range. If you left targeting active after killing a foe, it should've cycled to the nearest one. Definitely something to tidy up at some point! Thanks for the feedback, and for playing!