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(1 edit)

Explored the world, found the naga and dragon fights and reached the slime girl in the tent dungeon.

The hand drawn style reminds me a lot of late 2000 indie games, mainly for the art style and the shading, but also from the story. It is very nice! I like the idea of your little dude having a spell book. I noticed there are more options in the pause menu but couldn't make any of them work, my character was attacking in the background while I was trying to press z and x.

The thing that stuck out the most to me was the controls, that feel sluggish for some situations. The attack has a very noticeable delay before it comes out and stops your character if he was moving. Then you have to wait for the backswing once the action is done to continue. This coupled with the character movement makes you very vulnerable and open to attacks. All the spells have that delay too. The star takes like 2 seconds to start moving, the enemies can get out of the way in that time.

About movement, it feels strange. Lightly tapping a key will make your wizard face a direction and advance one inch or not move at all. Mashing a key will make him tapdance in place without advancing. This feeling becomes very evident when you walk, stop and then want to start walking again. That small pause, I don't like it. While the acceleration to start moving is low, the friction (for stopping movement) is huge and as soon as you stop pressing a key the character loses all movement speed. Also the walking sound starts as soon as you press the key instead of waiting a bit until the character takes his first step.

I spent my first accorn fooling around and once I was outside I had to walk all the way through the tutorial again to get a new one. It would be cool if there is an accord right next to the house, outside. Finding accorns during the rest of the game was difficult too, I wanted to use them in the bushes but didn't had any.

I would like to restart faster after losing, I was never too frustrated or anything but this isn't an easy game so a faster restart would be appreciated.

The amount of enemies and their strength are a bit insane. The ones that have more than one hit point barely get stunned from attacks and the ones with ranged attacks have bullets moving at difficult to react speeds, sometimes locked on the player's position. The room filled with slimes and slimes with swords is not pleasant to go through. The enemy bullets are sometimes hard to see against the floor. I used the lightning attack as much as I could to try and stand a chance in rooms that had a ton of enemies, it was cool that killing two enemies guaranteed a crystal (or maybe that was dumb luck, I dunno).

I liked what was happening in the story and the enemy designs. It was very cute. Like the witch getting stuck in the tree. Also the toad enemies.

The game is very charming and it is nice to see how you have been progressing with it. I hope you will be able to keep working on it!

(+1)

Thanks for playing the game!

You can upgrade stuff with enter button from the menu but that's only for the demo, in the final game you'll be only able to upgrade it when you get the correct item. I will make the player completely stationary while the menu is open next dd.

Attack delay goes away once you get the upgrade for it. I might end up changing it if I feel there's some other better upgrade instead but that's so far intentional. So does the slow magic, with star you can launch it towards your attack direction in high speed when you attack it with your weapon, lightning ball becomes sort of a mini laser lightning instead of guided projectile(was thinking of arclightning but so far I didn't make that), and bomb kinda slides ahead a little and explodes with the first enemy or wall it touches.

Movement doesn't have any friction. Once you come to a full stop (whether by not moving or attacking/using spell in place) it has a delay that if you want to attack behind you or something you don't move right into the thing you're attacking but only face it. But I'm not sure about the tapdancing in place, might be a bug that I haven't seen. And I need to make a proper system for every sound and music in the game including walking sounds.

Acorns drop from certain kind of enemies only. With each 10th kill that you didn't lose health on you either drop an acorn or fairy, but the whole drop rate isn't adjusted that well so far. I thought randomizing like this would be enough but I should make more drops throughout just from exploration.

You can press down to make the hat fall faster in the start/death screen. That whole screen reasonably confuses some people and I plan to change it, which makes me delay working on it since I'm going to change it anyways. But that start menu and death screen will be different.

You were lucky with the crystal drops though they have the biggest drop chance. Enemy projectiles actually use player's actual collusion mask instead of hitbox mask to make them bit harder. And while testing I probably got used to them so the speeds and everything doesn't bother me that much but I understand it might be a bit too much and slowing earlier enemy projectiles might help.

You can get the witch unstuck. If you go through the tomb dungeon thing in the woods you can burn the bushes for a shortcut to village and there's a lady with cow that you can get the butter from. You can jar the butter and get the witch unstuck that way, afterwards you can call her for fast travel to statues(which there's only one of so far).

I try to keep things secretive in the game instead of telling players you can attack the spells or if you kill the toads this will happen to give them the feeling of discovery. And I try to keep it charming by scattering npcs and tiny events throughout, hope you liked what you seen so far but there's some more content in the works. And thanks for your feedback.