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ART

Simple and clean - the palette swaps were ok, but it got a little boring after a while, some decor would really help.

SOUND

Liked the loop, nothing offensive or outstanding here. 

GAMEPLAY

Big weapons were funny but could be abused to hit enemies through walls and floors and with the health issue (below) it made me play the game in an un fun manner. 

Enemies had a good variety, knife throwers need balancing (too fast) and the mages were a little strong (slower projectiles?) - though I did mostly resort till the had thier backs to me and just attacked (or hit them through the level).

I felt like there could have been more health pickups - I only died once to the last boss and only because I started it on 8 HP :) would have made exploring and finding the dead ends better to be rewarded with something.

Boss was ok but there was a spot at its feet that you were basically invincible - not a massive fan of hurt on touching enemies, but its was everywhere else so it surprised me not to be on the boss :)

OVERALL

Really fun entry and loved the different weapons and expansive map - had a great time with this one! Well done on Submitting!

Thanks for playing ^^

Yeah i should have tried to push a bit further the environement variety, th music i agree not my best work, however i forgot to mention on the page if it ever gets annoying since i only manage to make one track, you can mute it any time by pressing m or select on a controller.

The big weapons i wanted to have as a bit of a nod to Aria of Sorrow and some of the crazy big swords you had in there, however the exploit is unintentionnal cause i didn't know how i could prevent a hitbox to get stopped by walls without it being a solid object that could get in the way of movements or animations so i'll have to investigate how i could solve that.

Definitively the knife throwers have been the biggest issue from feedback so far so like i said i'll probably combine both fix proposals into one, have them shoot slower and have them stop attacking constantly when in range to give the player a chance to get close enough to fight back.

I wanted to have hp drops on enemies but got sidetracked fixing stuff that almost broke near the end.

The boss was completed really last minute so it's super janky and i didn't really thought about having him have a hurt zone at least when he's walking so yeah he is quite exploitable.

Glad you enjoyed the game nonethe less, i figured that for a metroidvania if it's a month long jam, i should try to make the map somewhat big but not quite big enough that poeple would get bored or lost so it was a tough balance to achieve and i'll admit i didn't quite completely achieved it  :p

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As said I really enjoyed it :)

It was funny as when I found the wall exploit your level design changed for a while to have this big meaty 5-6 tile floors, which stopped me, and i was like aha they know! but then it went back to the 2 tile floors and me chopping shins :D

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Haha well i usually try to go for these kind of game breaking mechanics myself when i play a game so i knew this would be exploited to hell and back :p but since i don't know yet how i could prevent collisions going through walls here i did what i could to limit it through level design while knowing poeple would still try to find a way to do it... cause i know i'd do just the same in their place XD

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don't mean to jump in here but i noticed the nod to Aria and the second I got that sword I was like "oh hello my old friend, Claimh Solais".

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No worries :) and yep that's the sword ! Even if it's not quite as broken as the Claimh Solais, mostly cause i can't imagine the complexity of trying to make a similar Strength/Weakness damage type mechanic especially on a jam deadline considering my still limited dev knowlege :p

although design wise it's also a little nod to Berserk hence the in game name "Zerker" XD