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Looks pretty good so far. The melee is rather well implemented. Component based spell casting is interesting, although in the end it's just Zelda items with better swapping.

I thought it was soulful at first, but the outright Zelda 1 copying ruined it for me. I love especially the gameboy games, and I would like to see a different level design.

For the most part enemies shooting projectiles while in groups aren't quite fair. Except for mermen, those should be thrown at only 8 directions to let you position yourself ahead of time.

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Thank you for the input, first dungeon being pretty much same is only for that, rest of the dungeons won't be like that but I get that I could be more creative with it, developing it still feels bit scattered because I address it from various aspects but once I'm fully confident in items and general feel I think I can be more creative with both the overworld and the dungeon designs, although I will still go for that zelda 1 feel.

For the most part enemies shooting projectiles while in groups aren't quite fair. Except for mermen, those should be thrown at only 8 directions to let you position yourself ahead of time.

basic slimes only shoot in 4 directions, mermaid and sword slimes shoot at your location, I'm planning to make an extra attack frame for the slimes for indication in the next demoday.

Thanks for playing.

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I see, I didn't make the connection with sword slimes. The attack frame wouldn't probably be needed as long as it's obvious in which direction enemy can shoot. It works well in Zelda 1. This way the game makes you more proactive rather than reactive.