Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The attempt at sort of Old English at the beginning was interesting, but it wasn't very well-done, to be frank. It also didn't seem to have a point / purpose and really didn't fit with the tone of the rest of the game, so I'm not sure that it is something you'll want to continue with.

Someone else mentioned this already, but I also found the bats to be a little too strong, especially for a starting area -- I know you mentioned being able to avoid the fights, but if the goal is to avoid them, why include them, rather than making it a full stealth section? Or, alternatively, maybe give the player some sort of advantage to make avoiding them easier, like a faster walk speed? 

You also mentioned that you didn't have a problem with the fights, but as the dev, you have to remember that you have an intimate knowledge of the game and the enemies in it, so you're able to better predict the outcomes and plan ahead, whereas your player is going in without any of that. Eventually, through trial and error we figure it out, but by the 3rd or 4th death, I'm very likely to just stop playing because I've lost all momentum with my progression.

I think this game is meant to be more of a dungeon crawler than a story-driven game? I unfortunately didn't quite make it far enough in the game to determine if that's the case because I wasn't hooked by the narrative that was presented, and I got tired of dying and having to repeat my actions over and over again. I think with a few of the minor changes that have been mentioned throughout these comments, you'll be able to present a much stronger project overall and it will appeal to a far wider audience.