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(+1)

Hey thanks for the update.

So Window mode worked way better for me.

I  have to admit that i was a bit lost, because i had no indication what to do or where to go. I think it would be great to give a small hint at the beginning what the target is. I mean jumping through the big portal is kinda intuitive, but after that i felt really lost.

I discovered a second biom with a harder unit that aims to be a boss a guess? Really liked the models and music, great work there, especially for a jam project.

The floor collision detection is sometimes weird, where my character is floating above the ground and not stopping to "fall". This also disables attacking. The inventory works great, drag&drop and dropping to the off for deleting worked super great.

The player controller does not prevent you from moving while playing full body attack/cast animations that results in the player gliding. So i would suggest to either stop movement while playing root motion animations OR blending the attack animation to the upper body only. That would make it look more natural, just a small addition.

Lockon seemed to work pretty fine btw!

Overall i would suggest that you  could concentrate on a way smaller level with a limited amount of enemy types to focus on a core experience and then add some guidance for the player. Its important (especially for jam games) to take the player with you and give a target/sense to what to do and where to go!

Music/assets are pretty cool, everything related to movement/animations could use some work, but i know its hard to get that right and i hope feedback helps a bit!