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That looks really nice! I like the tutorial, but I wonder whether the targets up in the air can be reached? Did I miss something there?

Then I tried the boss battle. Wow, that was hard! I thought: "I really suck at these games", but then I read that others thought so too... So maybe make some easier targets for the start. The idea to first start some platformers, as usual for such games, would be good, as the movement options might fit that genre better than a pure fighting game, but I'm not sure about it. Could also be fun to jump right into fighting. And hey: you could still add some platforms to the levels: that would add cool strategic and tactic elements to the game play! There could even be some bonuses somewhere to heal etc. I think that could be a cool combo!

Hey, THE LAST SECRET! Thank you so much for your detailed feedback!

Yes, all targets can be destroyed. For instance, after a double jump, the character can still DASH upwards, reaching even the ceiling. I wanted to write all specifics, but I took the occasion to leave the information in the tutorial room implicit, giving just the basic information, so the player could explore. But now I realize that I should explain all subtleties of motion.

I see. That got me thiking about making a hub or "relaxing" room for the player, after each fight. Or some kind of playground, so the player could warm up and test the powerups between the fights. I'm not sure if adding platforms would defeat the purpose of a game based solely on boss battles, but... it might be a good addition! Because I have considered new bosses where platforms could play a role in the fight.

It didn't occur to me that the game would be considered too hard after the update, so more adjustments are about to come!

Again, thanks a lot for your suggestions and helping me refine this game project!