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(+1)

Nice retro aesthetics. Would have preferred the character sprite just hard flipped rather than had a transition. This is kinda part of a greater issue arising from it using grid-based movement, in that if I try and line up the next move and I am too early, regardless if just by a little bit, that move is ignored. So it ends up not feeling responsive to player input. I also think that you should be able to attack whenever you want, not just when an enemy is near. This allows the player to test how it all works along with get a feel for it. For example, did not know the axe is thrown and never returns. You have to go pick it up whilst effectively being unarmed. Personally, I think it should be thrown but once it hits something or goes as far as it can, it just returns instantly back to the player -- that's kinda how old games handled it, like Gauntlet. Still fun pixel-art dungeon crawler!

Thanks for the feedback. I think I did add a buffering for movement, but not attacks. I'm not exactly sure what you mean with attacking when an enemy is near, could you elaborate on that? :)

You can only attack when next to an enemy. You should be able to attack whenever and see the attack animation and result. That way you can figure out weapons prior to having to use them.

Uhm, no. You can attack whenever you want. You just need to have a weapon.

Pretty sure I had weapons and couldn't attack until in range...