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gave the game a quick shake, beat the first dungeon and got the sparkly wand projectiles, finished in the lava dungeon dying in the second room with the laser eye in the middle. i enjoyed the game, it's fun, though it can be felt it's a bit rough around the edges and a lot of things have yet to get their polish (no music, scarce sound effects, etc), you probably know a lot of it already.

i think the introduction could be a bit smoother - the game dumps a lot of info on you right at the start, though it does attempt to get the player to really get the idea in the corridor with the owls (which i didn't notice at first - the doors tend to be difficult to spot in the darkness and so close to the border of the screen). maybe it'd be better if the owls did more talking and mentioned the shift+direction combos along the way.

i appreciated the 8-directional attacks.

i think binding both the X spell and the C ability to the same spell page is on a clunky side - found myself failing to dash, because i was just using the thunder ball.

the writing could use some work, i think it doesn't sell the setting. might be an early development thing. tilesets also have some questionable color choices and a quite a bit of repetitive tiling (the intensely blue, if nicely animated, water and zelda reference forest with its brown litter-looking wooden floor being the biggest offenders), though to their credit it's generally easy to tell where collisions lie and the game has a very clean look.

btw seems like F1 toggles debug data.

good work, keep going.

(+1)

Thank you for playing. I'm not sure how to polish with some stuff since when I add new things polishing seems like it would be better after added content is somewhat finalized, although not always. 

Laser room has two invisible enemies, which can be seen with shattering the star spell around them with dashing through it. Which the item pickup of it isn't in the game yet, but you can activate it from the menu.

At some point I was planning that mc getting his hat after doing the tutorial owl bits or a mini dungeon of sorts, with sort of a minish hat beginning with daylight and fair and whatnot. But it's a lot of work which I need to focus on the overall dungeons and bosses etc. I plan to change the beginning sometime, especially infodump bit. Maybe corridor would be more noticeable if I put the scroll that way, or something eye-catching for now.

I also like the 8 directional attacks, I like the stabbing zelda attack but it's very limited compared to alttp slash so 8 direction is best way to go I think.

Same page spells and items can be combined. I do understand it's not quite like picking an item in zelda and binding it to a key but I think it becomes even faster compared to that once you're used to it and collected all the items. Also combining spells/items won't get confusing that way.

I should probably let someone else who's better with words write the whole thing. I know what the story will be but I realize I'm not good at conveying that so far. 

And I do want tiles to be very readable and sort of looking like the first zelda (if you squint hard and have really bad eyesight) so I'm probably going to keep them very square-ish and color wise uniform, but I will add some more screen weather effects and color transitions that'll kinda break the uniformity a bit. And little more deviations on background or stuff like moss and mushrooms etc would help with overall monotony, but drawing all those take time and not a priority right now but it will change as I add stuff.