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This had a real retro charm to it. It was kind of goofy in a way that I liked, like the spinning sword animations. I particularly liked the spear attack animation though, that looked really slick. The background art stood out as nice, with the light coming in through the windows as a real standout for me. I also thought the variety of enemies was pretty good (ugh those wizards...). The song really fit the environment and tone, but oh god it's stuck in my head now...

Now to some suggestions for future improvements.

- The combat was implemented well, but it gets pretty repetitive. The amount of weapons offsets this, but it ultimately boils down to walk-in, strike, walk away (or wait for the enemy to turn around and then just murder them). It needs some sort of decision point if it's going to be such a big focus of the game, like a block or dodge roll sort of thing. The wizards were fun at first (find a way to get under them to abuse their AI) but were annoying if you met them in a narrow corridor because you were basically guaranteed to take a hit.

- I think the map screens were slightly too large, especially in the beginning. There are a LOT of enemies to kill which paired with the combat not getting any deeper made the large spaces get repetitive fairly quickly. I also explored the Western Catacombs first up until the Guard Quarters where you need the High Jump, which meant I had to go through the Western Catacombs a total of three times with the enemies respawning each time. While it definitely ensured that I remembered where I needed the High Jump once I found it, it wasn't the greatest experience.

- I really liked the two large empty rooms leading downwards towards the Holding Cells. I wish they had been leading up towards the final showdown though, I felt kind of let down when I went through these two giant rooms building up anticipation and then just found a room full of more normal monsters. Still a cool gameplay moment though.

- Some form of healing would be a really, really good addition (outside of finding the healing power-ups).


Honestly though, this was an enjoyable entry. I was sort of annoyed by the western catacombs thing at the beginning, but as I kept playing I felt myself compelled to go further and find new weapons and see where the game would take me. There were a few moments where you teased power-ups or had them on screen just long enough where I could sort of mentally map my way to them and that was good as well. Thanks a lot for the entry, I had a good time. Great job!

Thanks for trying my game out and your very in depth review :D

Yeah the goofy animation is more of a case that i tried to have my own take on a multi weapon system where the player had the same animation. mostly inspired from some Castlevania games on GBA where if i remember right, they seemed to have something like this where some weapons where just literally the weapon sprite poping in rotating and then be gone.

I generally like when small details show up in games so i tried to have some here too, thus the window light XD

Ah the wizards, couldn't balance them properly, and i see they have definitively become the most hated enemies next to the knife skeletons, sorry about that :( hopefully i'll get some balance right on a jam release someday :p

Apologies for the music as it's not my best work, especially since i goofed up and forgot to mention the mute button on the game page and haven't edited it yet cause i'm not sure if page changes are permitted by rules or not while judging is still in progress ^^' but yeah you could mute the music with M or Select on a controller this whole time.

Yeah my ai skills are still pretty weak, especially since i don't really know yet how i could make some that would be a bit more reactive to the player's actions and not just the environement, but then again still learning so i'll get there eventually. And i feel this is most of what makes the combat bland here, although i'll take good note on your sugestion of some way to dodge/roll, cause this could spice things up a bit as well.

Level design i tried my hand at backtrackable maps for the first time here, although i did wanted to have this aspect not be a pain, but failed. I think i should have probably put a stopping point for the high jump way earlier than the guard quarters to have a bit less of a long trek back to the upgrade :/ 

 The later levels i think are mostly bad as i was close to the deadline when making them and didn't feel all that inspired as what i could do with them especially since players would reach these spots with all upgrades. 

Healing was planned, but couldn't implement it in time as i lost a lot of time fixing issues with bugs and i had to publish early to not miss the deadline due to scheduling stuff.

Not the greatest level designer that i can't argue at all XD Glad you liked the teaser of powerups and weapons as that's something i've been trying to have almost everytime there are important items in games i made cause i know that that's the best way to guide players towards "cool stuff" they might get curious on how to get.

Happy you seemed to have fun despite all the issue present, cheers :)