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(1 edit) (+1)

How was this a solo effort?

This feels like a big project in the making– a great game concept, a great use of the mechanics, and a sense of progression capped off by good level design and even a boss encounter. This was excellent.

If I had one criticism, the RNG involved in loot spawns can be a little tricky to balance if they involve permanent upgrades as opposed to consumables. I found my second attempt far easier than the first after getting walk speed upgrades instead of health upgrades. It’s basically a nonissue and something I bring up only in case you try to make something beyond the jam.

I almost want to dock a point on aesthetics for the fonts being Liberation Sans, as a good pixelated font could have kept the style of the rest of the game… but in doing this I thought to myself, “really? Am I that desperate to criticize it?”

This ended up being a perfect 5/5 across the board. This is a master-class entry and I only wish I could actually give some better and more detailed feedback.

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Thank you so so much! 

Yeah loot balancing will definetly something I will have to look into a little more when I expand the game. Interestingly some people actually felt that the movement speed was more of a nuisance than help. 

Hahaha you really should dovkk points for that! It hurts my soul so much that I did not find the time for such an easy improvement... I had to chose between more "basic" stuff like sfx and a better font and finishing up the character switch after beating the boss. I am not 100% sure I made the right choice as not all people get to see that. But oh well :D

Thank you so much for your kind words!! 

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It wouldn’t be a gamejam entry if the biggest time commitment was for an asset that nobody sees. In our game I spent a good hour or two modeling a massive tower with stone gargoyles that rises out of the ground, and the trigger pops up before the corner of its base is on screen.

I had no idea you snuck in that detail, that’s awesome.