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(+1)

Wasn't expecting this level of polish when I saw this game posted on /agdg/. 

I don't have many complaints at all, this is damn good stuff. My only real gripes are:

- The game hands out subweapon points like hotcakes and the fact that every subweapon seems to use up only one doesn't really incentivize the player to use them creatively, as it's pretty easy to just spam them

- The boss fights could be a tad tedious; switching up their attack patterns a bit could be nice. Then again, this is presumably early-game content, so maybe it would be best to save more complex bosses for later on

- The soundtrack was a bit bland 

Other than that, yeah I really like this. Keep it up

(+1)
Wasn't expecting this level of polish when I saw this game posted on /agdg/. 

Well thanks! sadly my pixelshit is not very appealing, so ppl expect super jank.


- The game hands out subweapon points like hotcakes and the fact that every subweapon seems to use up only one doesn't really incentivize the player to use them creatively, as it's pretty easy to just spam them

I agree. I haven't dealt with subs balance for now moslty because players from last DDs never use them in the first place, so it's to my design incentivize their use. Beyond that I left on purpose a ton of energy on the JetSword level because I wanted to give the opportunity to a clever player to take everything and kill the whole game with it (imagine a full holy water run in castlevania1).

- The boss fights could be a tad tedious; switching up their attack patterns a bit could be nice. Then again, this is presumably early-game content, so maybe it would be best to save more complex bosses for later on

Yep, as a tutorial boss I thought 2 phases were enough; In reality I thought of a third one, but maybe it was too much for a first boss. I'll adjust after I see some other player/streamers feedback. 

Thanks a lot for playing!

Anytime. Easily my favorite this DD