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The visuals are shaping up to be amazing, as is the mechanic of blasting enemies with potions. I think you should add some (place holder) sound effects, the explosions beg to be heard.

Why doesn't the player character jump high enough to reach the platforms? Are they not implemented yet? The movement feels limited if you are bound to just walking on the bottom floor. I don't think there should be a need to press a button to open the door if it's the only way forward, I obviously want to walk through there after clearing the screen.

The attacks of the skeletons were very hard to dodge, as they blended in with the bones of other destroyed skeletons. The bat swooping animation also isn't distinctive enough to dodge it.

What I would work on next would be to get the gamefeel just right. I want to hear earth shattering kabooms as I litter the area with potion bombs and crunchy bone sounds when the skeletons are blasted to bits. The sprite work is amazing, but the visuals need to communicate gameplay more clearly. Enemy attacks should be more telegraphed and easier to identify.

Great feedback, thank you! I've never done anything with sound yet, but I'll try to figure it out before next time.

You can get on platforms by double jumping, I thought it'd be good to have it that way so that you always use your first jump to dodge projectiles without accidentally ending up in other platforms. That doesn't really come up in the demo though because there's only one type of projectile and it mostly moves vertically.

Yeah the visuals need a bit of an overhaul. I've always been bad at picking colors and I've found it pretty hard to make the important parts stand out while keeping everything visually coherent.

Oh whoops, I didn't even realize there's a double jump. Just replayed it and had a way easier time clearing the last room.