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(+1)

Nice entry!

The world persistence with all the corpses laying around the level is done well.

It's a bit hard to see things with all the camera distortion, bloom and screenshake going on. In my opinion, a lot of juicy feedback is done on such common actions, that it looses it's impact really quickly, like the screenshake on shooting an arrow. I'd rather have a small amount of screenshake when I hit something with the arrow, than having a lot of it with every single arrow shot.

When the enemy does a lounge attack, it doesn't have any windup time, so it's a matter of luck or spamming the dodge to avoid it. The dodging also lacks a bit in effects and feedback.

Charging the arrow could've had more mechanics and feedback, like a flash or a sound effect when the shot is fully charged, maybe even having the arrow deal more damage if it's shot quickly after full charge is reached.

Thanks for playing and giving me feedback!