Labyrinth of Darkness
by André Vanzolin
Hey there André Vanzolin, thanks for submitting a project to the 2022 IGMC. I'm Drifty and I was asked to judge your game in round one of the IGMC 2022 game jam. Here's some feedback about your project.
I don't understand why the game needs to get tinted so dark before the show text even finishes the tutorial message.
It could be a slower fade, and maybe killing enemies could increase the brightness. It could be a cool effect.
It's kind of funny how the axe animation swings from the actor's foot. I mean I'm pretty sure that wasn't intended, but it adds to the absurdity that is this game.
At first I just kept dying a bunch of times, but eventually I learned that if you mash attack as fast as possible non-stop you can actually get through the horde of enemies. While you do take damage, the level-up process fully heals you.
Good job on spacing the experience curve out so that you get that full heal by the time that you need it.
As you progress and get items, the maps get darker, (grabbing souls) which I honestly feel like is the opposite direction that it should be going. The thing I dislike the most about this game is how I'm mostly staring at an almost entirely dark screen.
I can't really see what I'm doing at all and for the most part I'm walking back and forth on two maps.
I think this could have been a decent title if done a bit differently, keep making games and I hope to *see* the next one.
-Drifty