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I like your approach to pixel art. I thought the sword swing of the protagonist looked especially clean. The other characters were all distinct as well. I think you did well bringing your vision of this mystical forest to the screen.

It took me awhile to understand the mechanics behind the Scales. Some deliberately designed areas that teach exactly how they work in your game and forcing the players to use them there could help ease players into an unusual system. Not that there's anything wrong with an unusual system, it's at the heart of all innovation of course, I just think it needs to be taught with some consideration.

I think the combat needed a few more "Player Verbs" to feel complete. Some kind of dodge, roll, or block would've given me a better fighting chance with these grumpy forest denizens.

Thanks Canoparia! Keep on creating!

Thank you for the kind words and feedback! One of the early tutorials was meant to block progress until the player works out how to use the scales, but you can just skip it by attacking the dryad through the wall, which is not intended. I agree the combat system had a few bits lacking. A dodge or block was initially planned but I didn't have time to fit it in.

I'll check out your entry now :)