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Wasn't entirely sure how to write this as after finishing it, I was left with much mixed feelings. Lets go through them:

The Good:

From the get go: amazing visuals and audio into the game. Great usage of dynamic music that enhances getting into combat and out of combat for much great immersion. 

Gameplay is very simple to understand, hit the wrecking ball and destroy everything. The destruction comes with its own satisfying level of camera shake OOMPH much needed to deliver that satisfaction.

To improve:

The fun factor is a bit more mixed and I can't exactly pin point the cause.  The moment-to-moment gameplay is alright: Analyse the battlefield, reposition the character, hit. I feel like, the 'wind-up' attacks very redundant and there is no point to doing quick hits without charging since you usually always want to use the big wrecking ball anyway.

Maybe consider adding more impact on winding-up attacks, or maybe you could reposition the character at a slower rate while winding-up the attack. Maybe winding-up can take a ridiculously long time, but sends the ball at an insane speed and richocheting around the room.

Ultimately, I feel like the gameplay requires a much more deeper analysis, and giving players more reason to 'wind-up' or 'quick attacks', because right now, it doesn't feel like there's a reason to do quick attacks - making it a redundant choice and adding no complexity.