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(+2)

It's definitely more difficult than it looks. Wow! I'll start with what the team did well, and then what could've been improved (made in 72 hours, but customers/players are still your biggest critics).


+Simple yet challenging remains the best way to go. The controls are easy to grasp, making feedback to the player that much easier to convey. Swing sword, kill stuff, move stubby legs, have fun.

-Early on, and for a moment, it's easy to forget how to even move. Fascinating and unique mechanics come at the cost of having to memorize what a button press does. Having the controls on the screen for a few moments longer would have helped.

+The music fits surprisingly well with the game's aesthetic. The sound didn't stand out from the game in any way. Layered soundtracks helped keep the game fresh halfway into the playthrough. The animation is also very clean and simple, and helps get the message across with a nice dose of cuteness. :D

-Wasn't obvious on how to progress from room to room. Moved slowly from room to room due to accidentally swinging the sword across the statues, without knowing that I had done so. Was expecting the next room to generate itself after I killed enough enemies. Having the statue stand out more, like the sword, would have helped make the connection better.

+Enemy variety scales well with the sword. In the context of other games, a player faces new enemies as a way to challenge the player with new skills they've gained. In this case, it's a longer sword. Ranged enemies and fast-moving ones are great additions to get the player to think, "oh. I might actually die here" while feeling like the game is still fair.


Slash Quest has the potential to do really well market-wise, possibly mobile rather than PC. I'd really look forward to playing a legit release of this. Thanks for the suggestion, André, and thanks to Big Green Pillow! :]