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It needs some indication that you were hit, I died a couple times and every time I was confused when did I lose all my hearts. Also the crab AI i stupid, I literally stayed in place for 20 seconds shooting him up with range attack while he was throwing some plastic bags or something on the same place missing me everytime. Imo you should also be able to aim your attacks with mouse instead of the direction where you are heading, audio and visuals are pretty cool tho

Thanks for your feedback! When you say there was no indication that you were hit, was there no sfx that played? As for aiming, that is something we can work on in the future. Thanks for taking the time to play our game!

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I like the art and the music but I have to say I fully agree with this feedback, the game felt very unclear

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I appreciate your feedback! But what do you mean by unclear? The attacks, the boss, the sfx? I would like to get the details in order to get better at game dev.

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1. Ranged attacks should be aimed by mouse rather than by the direction your facing as it just felt really stiff.

2. Melee attacks should maybe be faster and clearer. There needs to be more of a visual indication of a melee attack as here it just pulls out a dagger so its really hard to tell what's going on. A slash effect like here would help massively: 

3. The camera shake (when played in full-screen) shows a blue background in the edges which doesn't look good, so just extend the black edges slightly further out so this doesn't happen.

4. Enemy AI could use some work when aiming the cloud things as sometimes it shoots at the wrong place for ages.


ALSO THE GAME NEEDS MUCH MORE JUICE. The character hardly feels like I had an impact onto the world or the creature,


Other than my rants, great work you should be proud!

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Thank you for your time and that detailed response! I agree that the melee attack could be better indicated, and I wanted to figure out a way to do that during the jam. As for the camera shake, you're right. In this instance I should have set the camera background to black.

The enemy AI mis-aiming though is actually supposed to happen. I added a randomness factor to the angle it shoots at, and isn't supposed to really aim at the player directly, as the steam is supposed to act as a temperorary area of danger. Though however, I did notice that it will shoot backwards which I was working on fixing but time.

As for juice, you're right! It needs more of it I'd say, and I'm still learning what to add for that.

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Lovely stuff.

Great entry though!