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Hey, this is really nice for a first attempt at developing a game.

UI is very good.  I was able to figure out what all the buttons did and how to play just on the first screen, which is great.

The movement feels a little janky.  Hard to describe specifically why, but I did notice that releasing horizontal movement buttons don't slow the player down in mid-air, which felt odd.  Also at the beginning of the game I would always jump at max height for some reason, but I think this stopped once I got the double jump.

The ogre boss felt a little strange too.  Getting knocked away by the boss's attacks looked awkward, and sometimes the player's damaged animation would play inside the ground.  And for a game that's clearly inspired by a lot of souls design discussion I'm surprised the boss didn't have better tells for attacks.  Personally I'd prefer checkpoints next to bosses, a shorter input buffer duration, no fall damage, actual background music, etc. but that's just me.

I think I heard the music transition into an "ending" theme when the boss died?  If so that's a cool touch, I really like when the music changes like that.

I used the "dive" attack a bunch after discovering it because I thought it was fun to use.  I'd talk about combat more but I honestly found myself jumping and ignoring over a bunch of enemies.  Once the game said I levelled up, but I checked the menu and couldn't find a level or exp listed?  I think it could be more satisfying to have a meter or something displayed.

This was pretty cool, I just think that movement and some enemy behavior could be more polished.  I recommend closely watching someone play A Handful of Dust if you can, you may be able to pick up on issues better that way because I'm having difficulty describing them.  Good luck!

That is extremely helpful feedback!  Thanks so much for taking the time to check the demo out and give me your impressions.