Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The Aesthetic and soundtrack really fit into the gameplay, the weapons feel good to use and kill the "monsters" with, even thou some of them feel a bit weak - but I think that is by design. 

I felt like the game might need some indicator on the UI when you are holding a weapon,  as there were couple times when I was running for a clutch lasergun and didn't pick it up - as I already had picked up a pistol by accident. But that is a minor thing, and it might be just me :D 

Btw, I have to say the dash felt really intuitive and I actually used it before knowing that it was in the game (classic didn't read anything before jumping into the game) and comboing the dash with the sword felt great.

All in all, Good job!

Thank you very much for your detailed feedback.

With weak I guess you mean the green ones :D We toned the speed a lot down for all enemies because some testers complained it is too fast. But the green ones should just be in your way and the robot and violet enemies are the tough ones. Especially if there are more :D

You are not alone. There has to be for sure some indication on what weapon you are holding, but due to the time limitation and not knowing where to put it, we had to throw it out of the window for now. If we continue working, we will for sure find some suitable space for the weapon you are holding. Maybe at the top or bottom, combined with a bigger health bar to make it more clear how healthy your are :D

Yeah, a lot of people mentioned that they did not know there is a dash, because everybody is to lazy to read. Me included. A tutorial level would be really nice, but no time for that during the jam. But for my next game jam games I will go back with forcing the player to read the instructions before starting the game. No start buttons on the main menu anymore :D