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Commenting as promised in the thread:
It's better since I last saw it (maybe 2 dd ago) but it's still very bad. 

I like your artstyle in some places(vines/tree on the left of the start, and some enemies), but even that has his problems because it's not consistent. Super basic example: even your charas doesn't seem to be from the same game.

Dunno what's your objective with your game, but imo you are doing the beginner's mmo mistake, but in platform. You are trying  juggle 15 balls, but you can't even do three. Even if a "platformer-rpg-sandbox" is your final objective, you need to be able to code a good platformer first. 

My general tip is to take a step back from this, organize your ideas in tiers of importance, and implement them well one at the time. Also, most importantly, you need to find the fun in your game.

Random notes:

- 4-5 pages walls of text as you begin the game is a super no-no, I almost quitted there.

- audio blasting at full force, is very bad

- ui on your chara and menus go blackout at night

- night cycle is a problem by itself. While I'm writing this, night has still not passed.  A day/night cycle has a lot of problems and challenges attached to it. Imo cut it, and think about reimplementing it only when everything else is great.

- You need a proper step by step tutorial of your game, and your systems. 

- from a design standpoint I can understand a jump that drains energy(with engine pg), but stopping and sleeping every 6 jumps is anti-fun. 

- dunno if you are going for an absurd sound design, but if it's so, everything must be on the same level of crazyness. 

- death is almost a jumpscare