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One little nitpick that has nothing to do with the game itself... what's up with that cover art? You have some really good pixel art in the game itself, feels like you'd probably get a lot more eyes on your game if you used that to represent the game instead of some what looks like a random stock photo...

As for the actual game... its an ok start but it needs some work. The dodge move feels really awkward and with it halting your movement at the end it often feels like it gets you into more danger than it gets you out of. The lack of significant i frames when hit makes fighting multiple enemies at once painful, and enemy gauntlets feel really spammy even aside from this. It doesn't help that it's hard to tell when I'm even taking damage as the knockback and hurt animation only seem to occur during certain select animations - they never seem to interrupt the attack animation, most significantly.

The game also felt a little aimless, where I wasn't really sure where I should go or what sort of things I should be looking for. Admittedly I didn't play for very long so maybe this problem solves itself with time but I feel like the combination of a very open map and procgen is probably contributing to this as well - while a carefully crafted or largely linear map can very easily guide the player to interesting areas, something like this is probably going to struggle a little more. I'd suggest maybe making rooms a little smaller and making points of interest a bit more frequent, as well as including some in the tutorial so I have some idea of what to look forward to.

Thanks for the feedback! You're right It was kinda a desperation move before deadline I should just screenshot the intro and put it as the cover art. I'm aware how aimless this game can be, this is probably what needs the most improvement overall as of now it's mostly completing "events" found in the dungeon to get keys for a single door.