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(+1)

I got briefly stuck early on - either had missed a villager I needed to talk to, or needed to talk to them again, I think. But got past that eventually and went on to complete the game. Would benefit from greater variety of enemy behaviour, as once you figure out how to kite the mobs one at a time so you can just kill them individually it gets rather easy. But the look and feel (and music) of the game recreates adventure games on Nintendo platforms (in the vein of Legend of Zelda and the like) really nicely.

Yeah,...I know 😉 The NPCs are not that challenging but there were just not enough time to make this work right. NPC behaviour is not that trivial. 

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Oh, ain't that the truth. Enemy AI is tough at the best of times, and even more so on retro platforms where you really can't just throw compute cycles at the problem. We similarly accepted that we had to make do with very minimal AI in our tech demo, so trust me I feel your pain. I'd like to think my comment was intended constructively, and hope it didn't come across too critically.

Nono,.... I'm glad for every feedback.