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The visuals, sound, and atmosphere in this game are top notch! Especially considering the short time limit in this jam. If you do take a second pass at the game, some feedback to consider is that it is not intuitive to charge up enough power to kill enemies. Considering that the enemies are not meant to die unless they lose all their HP in one hit, why not lean into that and remove the HP bars all together? Maybe just show the power level required to kill them above their sprites? Also, I feel like making the buff button something that you hold, rather than press multiple times would make for more dynamic gameplay. I can imagine finding places to hold the buff button in between enemy attacks would be engaging, especially for boss fights. Lastly, the tip that shows that the attack button is "k" is off the edge of the screen, which I'm sure is an easy fix. Overall, I enjoyed the game and hope that you take the concept further.    

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Wow! Thank you for the great feedback something tells me that you're a good game designer.

I might try holding the buff button idea or maybe both and make it do something different. It might be more interesting to have many playstyles.

Showing enemy hp and damage numbers and making the effect look more satisfying could make the game better.

my main problem is that I test the game myself and don't understand what others feel about my game not that I have friends who understand what's wrong with my game anyway

I might take the concept further as one of the classes in my new game