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I nearly quit out early on as I was getting beaten up without knowing what I was even supposed to do or how to fight back but then I died and understood. I think the frog needs a bigger trigger box - or are you perhaps using raycasting? It mentioned I needed to be facing him. It was hard to get that to trigger. 
I would have liked a HUD display for the runes to know how many I had and the movement felt, not so much fast as slidy - I think maybe you need to speed up her animation so it matches the amount of ground covered.

My first thought was to add them to the hud same as lives and cogs, but then I decided to do it differently. When you press R near the stone circle it will  activate as many runes as you are carrying, lighting them up. That way you can see how many you still need.

As for talking to the frog and the sliding movement, I'll change that after rating is over. I'm just glad I got everything working as it is inside the timeframe of the jam. This was actually my first action type game, with movement, AI, and what not. Before this I only made a couple of simple games for young kids (counting, animal sounds, alphabet, memory).