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(+1)

Very much plays like a metroidvania, you get stronger weapons and new abilities etc.. The art is pretty damn alright for being a solo dev and having a month's time. Are the guards a 3D render?

I feel like some weapons made me too overpowered (the spear and huge sword), and most enemies were a breeze to kill. I had insane range and damage. Do different colored enemies mean they have more health and/or strength?

I guess music variation would've been nice to accompany the colorswap levels, just to give it a little more variation despite your limited dev resources.

The final boss was.. disappointingly easy as he hardly attacked me. There was no real mechanic to the boss other than to whack like you've been doing and poof he ded. It's not a big complaint but I guess you had time constraints.

Finally, I feel like the levels had too many stretches of walks with not much interesting going on. I'd add more decoration and maybe more variation in the platforming (think about spikes, swinging maces, flying axes,..). If you purposefully made this decision I respect that though. I just feel like it missed something to make the levels themselves more interesting.

Good job on making the title card and some of the graphics and congratulations for making it to the end of the jam! I did play through the whole game so it didn't really bore me which is a good sign!

(+1)

Thanks for playing it till the end and your detailed feedback ^^

Glad you like the art, and yes to be more precise every enemy and the player character are made from 3D models, it's been my go to method to save a lot of time making animations for characters and keep them consistent, they are just manually worked on a bit in 2D afterwards.

The weapons are a bit too OP i'll admit i incrementally made each deal a bit more damage but didn't fine tune everything as much as i should have at the end. Enemies are indeed different in damage dealt and health values, though same as the weapons i didn't fine tune all that much so the difference in only really noticable compared with the base damage of the default sword, they do also have different attack patterns according to color for the skeletons, i planned to have these type of variations as well for the armor guards but couldn't do it in time, and wizards even more so as their intended variation are only unseen color swaps in the current build.

Yeah current music track isn't my best work here, and i only got inspired for one track to have at least something to break the slience other than SFX.

The final boss was aded a bit last minute and i only gave him a few patterns, but since i couldn't really manage to make an interesting enough chain of them i made a small system when the attacks or just moving are chosen at random... so sometimes he doesn't doo much, and some times he spams the same move 3 or more times in a row before finally moving or standing still :/ so sorry for the disapointment ^^'

Yeah the levels i also intended to make more, like more weapons to find etc... This jam most of the thing i did wrong were also due to the metroidvania mechanics (interconnected rooms, and persistent items mostly) that gave me a hard time to figure out how to do and have working without bugs so i lost a lot of time glitch hunting and didn't have much left to flesh out the level design and other more fun aspects for the jam's time especially since i had to publish early to not miss the deadline.

Anyway happy that you had fun regardless the many flaws my game has, cheers :)