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(+1)

What? Why? How?

These questions flew around my head as I tried to play this game. I’ve got a lot of criticism to give (and a bit of praise too) so I’ll try not to be too rough.

I want to open up with the fact that the art was pretty good. The grass texture was so good, in fact, that I thought for a second it came from GRASS+, a pixel art grass pack I downloaded a while back, but it’s an original. The knight texture doesn’t really fit with the rest of the art, though…

…Which leads to criticism #1: Art style. Pixel grass and board tiles combined with Arial (or whatever plain font Unity comes with) and a low-res knight JPEG is… certainly a look. If I were you, I’d redraw the knight at a resolution that matches the board and grass tiles, and swap out Unity’s default font for something like Matchup or Compass from Humble Fonts Free by Eeve Somepx.

I actually won’t criticize the game’s lack of music, given my game didn’t have any music either, but I will second the notion that it would be nice to have.

Criticism #2, however: UI elements. The “USE ARROW KEYS AT JUNCTIONS” text is hidden behind the dice tray in such a way that I can see there’s something there, but not what the thing is, leading to a moment while I was playing where I straight up asked myself “what is that text under the dice tray?” and had to remind myself what it was. Maybe you could have just a “USE ARROW KEYS” that pops up whenever the player is at a junction and hasn’t pressed an arrow key? Also, the HP bar should be full when I have the same current and max HP values, instead of weirdly having a bit of red bar at the end despite me not taking any damage. Finally, the bar for the text never goes away and never gets reset to empty.

Criticism #3: Bosses. This one’s kind of a hybrid, being a) the bosses are extremely difficult for something I can experience as early as turn 7 and b) some of the names are just… man, why did you have to name some of them Chungus? It dates the game immediately. As for point (a), I can literally encounter my first boss with the basic 50 health (take 2 lefts at the first 2 junctions), and it can do tons of damage. I barely was able to get the boss down to half health on all 3 of my attempts. There are also side paths I wouldn’t expect to have bosses that do (and I can’t see the whole board, so I have no advance warning that “hey, this side path features a boss!”)

This game has lots and lots of potential to be something amazing and worth playing, but in its current state, it could use a bit of TLC. I can’t wait to see if/when/how you move forward with this concept.

Thank you so much for your detailed analysis! Yeah basically all of what you mentioned we'd like to address, we weren't able to do much play testing and refinement in time for the deadline so some things went by the wayside. I'm glad you were able to figure it out, despite our best efforts, and see what we were going for. As for the Chungus, well that's the result of late night tired ideas creeping into the game, haha. We've got a lot we can do to make it better and a lot to learn. Thank you for taking the time to play it!