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Great makeshift concept. Great art for both the characters and the environments. Combat feels challenging but smooth. I spent more time fighting the first boss than I have on many entire games combined in this game jam. It was that fun. Every time I went in I felt rewarded, and I also felt like my skill was improving to an extent that actually made a difference.

Honestly, this game is good enough that it deserves a more detailed critique than just "oh I liked this and that." A pain point during combat was that taking damage didn't provide enough feedback. The sound for this is very quiet, and less VFX play on taking damage than when dealing damage. I even think a healthbar animation of some kind would make it more obvious that you took damage or healed (from the Tooth). On the flipside, dealing damage feels great with the subtle screen shake and such. On the topic of makeshift weapons, I wonder if there's some way you could make the swing FX reflect the size of your sword. It could also be fun to introduce some element of weight or balance to the sword (e.g. the longer you make it, the further it'll hit but the slower it'll swing). But that stuff is difficult and wishful thinking haha. Lastly, pls let us proceed without hurting the poor dummy :(

My biggest disappointment in this game: I want more bosses! I would love to keep playing this game so hopefully you continue developing it :)

Thank you so much for your review, and I'm so glad you liked it!  The damage has been a recurring theme in our reviews and something we're gonna fix going forward.  We're also hoping to get the weapon swings to better reflect the components tacked on for a future build, because we do have plans to continue with development!  Maybe the dummy can get his revenge later on...

Thank you again for playing !