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(+2)

A unique take on the theme and probably the most elaborate boss fight I've seen in the jam entries I've played so far. Well done!

PROS:

  • HUGE game world with lots to explore, different biomes, enemies, and challenges abound.
  • Crafting system feels like a decent start to something much more involved that has a lot of potential.
  • Character growth really felt powerful as the game progressed.

CRITIQUE:

  • I got lost a LOT. The level design feels very open-ended right now and there's very little either explicitly or organically guiding me towards the next thing I need to get so it's really easy to "tread water" as a player and feel lost with no progress.
  • Enemies recharge health over a short period of time and the visual feedback associated with that is very confusing. I'd recommend err'ing on the side of easy for players and just remove the health regen over time.
  • The crafting somewhat falls apart after you've created the major items (other than the consumable bombs) so a system that made material collection still mean something after major items are created would give the collection more meaning.
(+1)

Thanks for the review and for your kind words! We like the open and nonlinear parts of this game but have thought about ways we might have toned down the getting-lost factor a little.

(+1)

Thanks for playing and for your comments! I have a couple questions: first, were you aware of/did you make use of the map? I know maps aren't everything but it would help to know whether you felt lost even with the map. Second, could you say more about how the enemy recharge was confusing? Was there confusion about what the bars meant? 

(+1)

1) I used the map frequently, but didn't have a reference for what item I needed next or any clue for what room it might be in. I was able to navigate, just didn't feel like I had a  direction to follow.

2) The biggest example I can use is the dive-bomb birds. If I hit them during their drop and then only manage to hit them again after they've returned to their flight path then I don't get the knockout because they've regened health. It makes an awkward combat loop with them and it's confusing at first because I don't see the yellow bar actively refilling.

(1 edit) (+1)

Thanks for clarifying. 

(+1)

I can give a very specific example of getting lost:

I spent maybe 30-45 minutes not finding what would end up being the bomb door to allow you to progress to find the blueprint for the flame suit. 10 of that was not understanding what a bomb door looked like, and 20+ of that was just wandering around the map not knowing where I was supposed to be, circling through areas a lot, not realizing there was the one bomb door below my feet.

I don’t have a quick fix for that.

Granted, I was tired, so wayfinding was a bit tricky, but yeah.

Kudos for having slopes in the game that work well, though!

Thanks for the feedback. We'll have to think more about we introduce the bombable walls.