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  • There’s a lot of good art for this game (like that title screen!) but a lot of it is spoiled by the pixel scaling issues. I’m sure you’ll address that when you get more time. Likewise with UI functionality type stuff.
  • If I die I don’t actually die? I can just keep on going and be invincible?
  • Not fully sold on the real-time combat. Waiting for enemies to walk into your tile, freely hitting them and then backing up to repeat was the way to go. I wasn’t taking damage at all until I backed into another enemy while kiting a Ghost Mush with really high HP, and then died basically instantly. You’d have to find a way to make timing/positioning basically the entirety of the game complexity, I think…
  • Please fix the your/you’re typo on the second dialogue window in the game thx
  • Unclear how the theme plays into it, as far as I got.
(+1)

Thanks for the feedback. I agree, the real-time combat in the game didn't get the level of polish I wanted to give it. I knew there was the problem with backstepping unfortunately and I have a whole slew of about 12 different changes I want to do to improve it including adding a wind-up timer for attacks, making enemies hold an attack cooldown separately from movement so they are less predictable, and adding ranged enemies, ranged attacks, more varied attacks based on equipment and a lot of other changes. If I can get everything in the combat should be vastly improved and it's a big priority.