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(+2)

Wow, really liked this game! And you submitted it after just half a day!

It felt like the pickup range on the arrows could be a bit bigger, but other than that the game was very well designed. I even liked the wide turning circle, because it meant you always had to be planning where you're going next. 

Straying too far from the middle would mean you'd have to go further out to get your arrows back, and if you shoot an arrow while retrieving one the problem is compounded, so it quickly snowballs. It then becomes not just an issue of hitting the right goblins, but NOT hitting the wrong goblins and throwing an arrow away, to a place that's inconvenient to collect.

I love the minimal art style, and the single button input would mean this would work great on a touch screen. Very highly rated : )

- Joe

(+1)

Thank you for all that feedback!

And you're right on the money with all of design points. They were all intentional and I'm very glad you perceived them as intended difficulty. The challenge IS planning where you should go next as well who NOT to shoot, you're 100% correct.

The submission 'after just half a day' was just the page. Any builds you update it with will not update that timestamp.

We try to have an MVP and publishable page by half-way through jams, so we published and submitted to the jam a playable version halfway through, but it wasn't this version... or even this game! We started out with a different game that by halfway through, didn't quite work out for a number of reasons. So we decided to pivot and made Arrows Left in a little less than 24 hours, the 22 last hours of the jam, to be precise.