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What did this game do well?

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Great tutorial. Fun concept that is self-explanatory to a certain degree (tomb raiding). Good choice of music, especially in the tense escape sequence. The use of lighting adds a lot to the visuals.

Love all the mechanics. They are implemented great.

Good music, animations, and sprites. Very clear tutorial that was also fun / funny. Looks to have some complex mechanics

Really well made tutorial and all around game. Felt really fun having to memorize the escape route especially since not ever run is the same.

This game has a huge engineering scale for a demo. The sprite arts and animations are all fancy. It even offer a tutorial level that's also of a lot of work. The tution on the ground is a great to teach players while not disturbing them much. I also like the periphery darking effect showing in the camera. For the PCG part, the game has random generated rooms as well as equipments that making it rouge-like.

This game is very good at the room generating and it complete many stuff that is not even required in this prototype.

The game sounds, game prop, and light effect. Everything is complete so well in this game.

I love the tutorial level. It doesnt have PCG implemented which makes sense but is a wonderful introduction the game. I really like the surprise element of finding chests with unknown elements inside them like a powerup or a de-buff item. The PCG works in favor of the game's design approach thus allowing replayability and enforcing player engagement.

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What could this game have done better?

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Some additional sound effects could enhance player feedback (attacking, pickup up and using abilities). Different enemy designs that aren't clones of the player would be more interesting. A visual measure of your score would make the game more compelling to replay.

Burning up my ability was not working well.

I wasn't able to play the main game. I was stuck on 'Dungeon Loading' for a few minutes before I gave up.

I'm not sure what the abilities did or if they even worked, at least when I was trying to right click or even burn them and weren't very integral to beating the game. Also sometimes when killing enemies the chest would spawn outside the map.

Currently, the game is a little bit empty in its PCG level. And the effect of loots are not clear to the player, since they are randomly generated. I think maybe there should be a UI cluing the effect the items acquired.

This is already a great game, and if I have to say something, then I think many I want to see more variety as a player: for now the prop I collect seems not that novel to me after several tries.

There are times when the player is stuck at the walls without being able to move. It is a small bug that needs to be fixed. The main level takes a lot of time to load. Sometimes it is a bit confusing for the player to find their way. Maybe diagetic markers in particular parts of the level could have helped.