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For a first game, I'm impressed! I noticed all the same bugs my first Unity2D game had in my first jam in yours, and it is totally understandable😅

In terms of camera movement, I'd probably suggest something that is closer centered to the player, but would stop moving if it reaches the edge of the map! When I entered the game, I noticed that I couldn't really see my surroundings unless I explore them!

I would also like to point out how your perspective and hitboxes work- when I first entered the dungeon, I noticed I couldn't really move my character against this stone pillar and this sign. It helps a lot to find a feel for how small the player's "collision" box should be, and having a separate hitbox for when enemies hurt the player!

In the end though, I really enjoyed the application of souls-like mechanics! The stamina and health bars felt responsive, and I like how you created a skeleton rig sprite animation separating the sword and arms to the main player sprite! It me feel like I had more control over the player!:)

For a first Unity2D game, I really like what you did here!:) Keep it up!

(+1)

Hey,


thank you so much for your detailed feedback! 

Thank you for your ideas of improving the camera.

My intension was to ensure that the Person who playes the game has as much overview of the game as posible. 

 But I will test a closer centered camera after the jam ends. I just had not enough time to play around with different camera settings while jam.

I have a separate hitbox for the Weapons. They were just enabled in a view frames of the attackanimation. But having a different hitbox for the Player is a realy good idea. I will test this. I think it could solve some problems with the combat. 

Thank you for the great ideas on how I can improve the game. that really means a lot to me!

And also thanks for the many kind words about the game. :)