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(1 edit) (+1)

I really liked the visuals of the game. It is an intresting choice  though that the enemy models are 3d while everything else is 2d. The hand drawn parallax backgrounds look especially gorgeus. The attack animation is a little bit weird. It feels like it cuts off in the middle, feels uncomplete. I think it would be better to make separate animations for attack and dash.  It could also be a good idea to use tilemaps. Or maybe you did but some of those sprites are not aligned.  For example the grass sprite and ground tiles aren't aligned so the grass looks like it's in the air. The arrow of archer demons can go through walls, that doesn't make sense and considering that they can one shot you,  it's extra frustrating.  The camera could use some improvement. You can use a cinemachine camera. I think camera's fov is too high, it's too close to the scene. Sometimes you can't see what's down below and jump right into a pit. The time limit thing is cool but i think it's out of context here. Don't get me wrong i totally support the feel of emergence in video games. Like in Majora's Mask or Fallout 1. But you need to wok it into the context or story of the game. In this game it felt to me like i was being forced to speedrush the game. After the second time i turned into a demon i got bored and stopped playing. I can give it another shot later.

Anyways, i hope i wasn't too harsh. I think there's a good potential for your game if neccessary fixes and improvements are made. Good job for the team. I wish you luck on your future projects