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(+2)

This game has a ton of potential! The multiple character concept is a really unique idea for a metroidvania, and it is woven into the story quite well. The art, character designs, and animations are all really lovely, although as others have mentioned, the soundtrack is a bit repetitive. I do have quite a bit of feedback around the implementation of the combat and boss fight, though:

- As others have mentioned, not being able to use Zyke's sword in the air is quite frustrating, and makes some of the enemies impossible to hit without taking at least one damage.

- It would also be great to have some auditory feedback when the sword hits an enemy to distinguish it from just swinging at air.

- The common enemies took too many hits to kill, especially when you might have to backtrack through a room for the target puzzle and kill the same two enemies 2-3 times.

- The boss' two phases were both very cool and had well telegraphed weakpoints, but each of them had some frustrating idiosyncrasies. The first phase's forward movement requires you to be moving in the opposite direction, and when it begins its attack it suddenly moves farther backwards, this means you have a frustratingly small window to cover the reverse distance and then parry. The second can also be frustrating in when it chooses to spawn its attack target. I was often finding it spawning when it was directly in front of a wall, providing no opportunity to shoot it, so I would just have to wait until the next time. And the amount of damage the boss needs to be defeated means that these issues become heightened by the repetition of facing them over and over again.

Sorry for the wall of text, but I do see lots of potential in this game! So if you work on tightening up some of these more frustrating issues, I'm sure it can become a really great experience!

(+1)

Thanks a lot for the wall of text haha! The combat might have turned out jankier in the end yes. I guess we poured too much effort in the parry x)
As for the boss, it was put together in a ridiculously short frame, and it actually was quite something to build that second phase. But thanks a lot for the heads-up, these things are not necessarily easy to spot and I greatly appreciate your attention to detail!