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(1 edit) (+1)

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

Semi-on-the-fly remarks:

great smoke effect

great in-game tutorial! and very atmospheric, too

nice tile-based fog of war! :)

Ironically, you program the keys layout-independently, which is usually great, but let the literal value, so Q becomes actually A to press on my AZERTY keyboard. X)

beaten in the tutorial! :o Was that expected??

Next level: what are these square holes for?

Aaaaah, I had no idea the talking shadows could move diagonally!! <:o The game seems rather hard, with this moving thing!

Lost…

Trying again the same level. Oh, that small spider was an enemy! :o

Fleeing the shadow, lost again. XD BUT already lit up three out of four coloured "flames"/lights. By the way, this system is rather intuitive! Reminds me of the first adult temple from "Ocarina of Time" (the Forest), where you have to beat coloured ghosts. :)

How many levels are there, actually? Because this is hard!

Third try: my hearts do not regenerate!! <:o

Managed it on third try! :D

meta-humour, I love this ("a lot of broken dialogue")

Line on "simile": the writing is quite fine, up to here. :)

End of dialogue: sent back to the beginning of level 1! :o Is this a bug??

Ah, void level? I think this was really the end!

Takeaway: interesting game mechanics (mixing tiled-based with real time, long-distance spell, mana), well-written dialogue… Clearly, I think there is the potential for a full game! :) You wrote you might get back to it; double-check what other people think, but my guess is that you should.

I like your attempt at a double-sided use of the theme; I think the ‘dark’ side of it is somewhat loose, as it boils down to ‘there are monsters’ (although the talking shadow really makes it perceivable!!), while the narrative ‘light’ side is closer to it. Graphics are great, audio a bit lacking, and the game is engaging, although a bit hard for the moment (and possibly buggy, but this happens ;)).

Good entry, and good basis for more! :)

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Hey-hey, thank you very much I really appreciate your off the cuff thoughts!  Honestly I super like your review style, and I'll probably steal it in the future~

 It's super helpful for seeing how things landed, and honestly it's made me feel all fired up again about it!  ^.^

There's a lot of really useful stuff in what you said that I'll definitely want to emphasize/polish in the future now that I can see it from another perspective.  Not to mention things that I just completely failed to consider like how different keyboards interact.

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Thanks for your thanks. :)

Honestly I super like your review style, and I'll probably steal it in the future~

I used to write more proper syntheses, but realized it was taking me way too long given the quantity of games to test, at least in big game jams. So, I switched to this, and the creators still thought it was helpful, so I kept it — even though I am still slow at testing and writing, but I am trying hard to get more efficient. XD

Not to mention things that I just completely failed to consider like how different keyboards interact.

I was nothing serious, there! A lot of games do not take that into account. ;) But most of them precisely use a QWERTY layout, while yours did not; which is actually a good thing for position-related controls, but not for letter-related controls — although this was really no pain once I (quickly) found the right key, contrary to, say, playing fast-paced devilishly hard PLAT Inc. with my fingers twisted on the movement controls. XD I know video game APIs generally allow you to get keys both by position and by letter, so you just have to use the right one between position-wise and letter-wise functions depending on context. :)

As a side note, your game was the last I got to test during the voting period. I think I will still visit some more in the future, but there are so many, and various stuff keeps piling up… ._. Still, good luck in enhancing your game! :)