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Really cool concept! Loved the art and the use of "however what actually happened" when you die to fit the theme was genius... Unfortunately I wasn't particuarly good at the gameplay, but the fact you had whole cutscenes and an awesome story was great already!

I like to give some general feedback in each comment, so here we go:

  • The keys didn't always activate for me, I had to spam "Z" quite often to get the text to move on even after the arrow had appear for dialogue, and "C" didn't always attack which could be a little inconvenient... I'm not too familiar with Godot yet (and I think you're using that from your file structure), but from my Unity knowledge I'd guess you're checking button pressed in _physics_process instead of _process? That can cause some issues from my experience in other engines, apart from that, no idea!
  • I thought the energy bar was actually a health bar for the other player, I've only realised that just now. It's common for fighting games to have their health bars displayed like that, so just a little UX thing.
  • A pause menu / proper main menu can go a long way for a jam game just to improve overall user experience, just something to keep in mind :)
  • And I wasn't too sure on the gameplay unfortunately, the main thing for me was the massive player... Big players make for great cutscenes but often more "sluggish" gameplay, so it may be worth in the future working with smaller player models...
  • As for the controls, I've never been a big fan of the Z / X / C / V + Arrows style of gameplay. I can see why you chose it but personally I'm a W / S / A / D kinda guy with using the buttons around it. Supporting multiple control schemes (especially in an engine like Godot where it's relatively simple) can go a long way to making the player understand your game better!

Really great job though. The way you used the theme was genius and the game itself was stunning.

I've recorded a quick video while playing, I find it helpful to see how others play my games so have been recording myself too. Hope you can find some use for it :)

(+1)

Thank you, I think I implemented a feature that you have to press and release buttons quickly enough for it to register so people can change their mind when they accidently press on something. Also pressing 'X' fills the text and there's a second delay after the text is filled before continuing.

The energy bar is indeed confusing and I only drew symbols next to the HP/PO(power) texts as a quick fix. The C attack also has a cooldown so maybe it's because of that?

I actually planned for the game to be more narrative-focused and the fight was supposed to be just a complement but I think I made it too hard and it killed the effect.

And thank you very much for the video.

(1 edit) (+1)

I watched the footage, I admit the tutorial wasn't done well enough because I didn't see you sprint which made dodging mutiple times harder. Also, the reason you couldn't fire the compasses was because you were out of energy I think.

A hint should also popup a minute into the fight but you never got that far :(

Regardless, thank you very much.

Haha no worries! 

Sounds like half of it was just me being bad at games, which isn't uncommon :)