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Fun concept, but I wish the game did more with having multiple characters across multiple screens.

Maybe some enemies could only be damage by being attacked on two screen at once? A boss that appears on all screens at once, rewarding the player for properly position their four shadows? Level hazards that can only be activated from one screen? I not really a big fan of any of those ideas, but I hope they communicate what I was thinking.

I really only used one screen at a time or ignored them all together. In the beginning, I just found myself focusing on only one screen at a time (as enemies appeared). By the end, I was just jumping around and slashing frantically because that seemed to work well.

I liked the armor mechanic being tied to the weapons because it forced me to pick up weapons I would normally avoid (due to lower stats). The two things that would break me out of my state of jumping and slashing wildly were the coins and weapon drops because I would have to navigate over to them on one screen.

That's a really good idea of having some enemies that require a bit more coordination to kill with like what you said about having to hit them at the same time on two different screens. That is for sure something I will experiment with!

I've tried making a fair amount of changes to prevent people from feeling the best way of playing is just spamming and running around, this is something I certainly need to tweak a bunch till I can get it to feel right. I thought having the 1.5x damage multiplier you get for not attacking for 2 seconds would be enough but it was not. Originally there were going to be much more advanced weapons stats with ranged weapons, slow but high damage weapons, and fast but low damage weapons, however, I didn't have time to implement this. Perhaps once I do implement it then this issue will be resolved.

I'm glad to hear that the armor being tied to the weapon worked so well. I wanted to make players make tough choices like you said you did where they would need to chose some higher armor or higher damage which risks dying. The coins were actually added for the express purpose of forcing the player to have to actually move around the level rather than standing in once place so really good to hear that was working.