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(+2)

I like the characters and the animations and the retro feel.

I felt like the dryad attack was a bit punishing. All of a sudden I died without knowing exactly why.

It's a great start. Just needs a bit of game-feel refinement.

(3 edits)

Thanks for playing and the feedback! How did you know they are called dryads? ( you're correct, by the way! )

Things that could be done to address this: The dyrad spell could be made more visible on the ground, the HP bar could be widened, and the player could be given more feedback (maybe a sound cue) when their health drops below 0. I think all of those things would help without having to reduce the amount of damage the dryad does. It's meant to be a challenge but not uncomfortable.

(1 edit) (+1)

They look like dryads. 

I can see they have a blue flame to indicate an upcoming attack, but you could give them a much, much more exaggerated animation to foretell the attack. Look at Cuphead for a masterclass in anticipatory action. Or check the anticipation rule of animation: https://www.youtube.com/watch?v=F8OtE60T8yU

(Not saying I've mastered this principle. Just sharing things I find helpful to think about.)