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(+1)

i find the idea to be quite interesting - having a Zelda-like isometric adventure game with a companion that you actually control (instead of having something like Navi annoying you all the time with dialogue...) and for a 4-day Game Jam game, the idea is quite well excecuted. i also really like the dialogue system and how the statue keeps on encouraging you to keep on going when you die!

my only gripes with this game are:

- the controls are really weird and i wasn't able to check back on them without restarting the game

- the game sort of just "plops" you into this world and doesn't really explain its mechanics

- fighting was bland and a bit clunky, for a full game you'd need to make it a bit faster and smoother and maybe add a few attack variations (light/heavy/charge etc), but i understand that it wasn't really manageable for a jam

- puzzles really weren't much of a challenge and didn't really feel rewarding. the game suddenly ends without much of a build up or anything, just some text

thank you for the play and feedback

  • controls -> sounds like you were on keyboard and I wasn’t sure what the typically ‘face’ key layout was for keyboard, so I picked a set of keys that worked for both qwerty and azerty keyboards that were laid out in in roughly the same pattern as the face keys on a controller. Some play-testing/research here is definitely needed
  • no pre-tutoral -> not having a tutorial before the start of the game is a design choice. The one spot were I felt tutoralization was possibly needed, the companion does offer to talk to you and explain it (I think I should increase the zone were the companion offers this conversation, some people might go through it so fast as to miss the dialog offer) but generally I prefer in game ‘hidden’ tutorials to up front ones.
  • bland fighting - I can see this, I am curious how prior game experiences play into this (I started out on NES/SNES games, so this was about the extent of the attack combos/speed, so this feels ‘normal’ for me)
  • puzzles/ending - yah, I hit creative burn out before getting to this part and couldn’t come up with anything interesting during the jam.

Again, thanks for the feedback. Also sound like you didn’t get through all of the death dialogs, the tone does eventually change a bit.