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(+2)

I liked the concept a lot, but there are a few implementation issues which holds it back. Having so little control over your movement starts at a hectic fun, but when you get to the point where the wizard who couldn't do enough damage to kill me, kept preventing me from killing it, it became frustrating. Most enemies could have done with larger hitboxes, so the barely misses don't happen as much. The game unfortunately got stuck after level three. Maybe that was the last level, anyway I couldn't tell.

Also, don't forget the quit button for an executable.

(1 edit)

Unfortunately we were running short on time and didn't really get to polish the game in the end... So stuff like balancing the enemies (mainly the mage) and increasing hitboxes etc. just wasn't a thing. Also, yes, again unfortunately we only had 3 levels including the tutorial as there was no time to create more, and so we also didn't get to do an ending screen. We were planning on at least 4 more levels and each having 6 variations as you'd roll the dice for each level's difficulty, but that's all I guess, planning big for a game jam is just not smart, but it was fun.