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Wow, I can tell you put a ton of work into this. Congrats on getting such breadth of game design in just 48 hours. 

However, I think that breadth is this game's downfall. While the amount of content isn't necessarily a bad thing, giving it all to the player at the start is the problem. There are simply too many choices for a player to make before understanding how the game even plays. And suggesting you build a tutorial is also suggesting you spend more time on design. And in a 48 hour jam? That's too much. 

What I would suggest is trimming down on the abilities to just 2 or 3 meaningful choices. For example, at the start both strike and slam feel very similar. Their damage distribution is a bit different, but they essentially both read "do light damage to everything and a bit more damage to one thing". For a jam game, this is a meaningless decision and players likely won't be able to spend the time with your game to figure out the nuance and best-use cases for each attack. So removing those options and giving your players very clear choices is your best option. You could then slowly introduce the more nuanced attacks in later levels once you've had more time to teach the player your desired gameplay loops. 

Still, you should be proud of what you've made. This is a cool thing you did and doing it in 48 hours is even cooler. Well done. Keep making games and keep practicing those design skills!

Thanks for your feedback! I would have added a tutorial system but I wasn't that good at managing my time, so I only had ~2 hours left after I made the levels and moves.