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(+1)

Sick FX animation! I really like the character's cape flowing in the wind and trailing behind as they run. Super well done. The dragons and background were excellent too.

Gameplay was smooth and responsive. Felt really good to play! My only critique is that there wasn't much feedback to the player whenever you take damage. I think there needed to be some sort of knockback or flashing effect to indicate when you take damage.  Sometimes the character would be rendered above the fire effect, so it wasn't clear if I was being hit or not. (I think this happened if I was above the fire when it spawns, then moved down on top of it a moment after)

The dragonscales looked a bit like rocks to me (maybe actually wall obstacles) and I wasn't sure if I was supposed to collect them at first.  I think the collectibles could be more enticing to pickup if they were glowing or shiny. "Ooooh shiny = good" Also while playing I would love to see the current number of dragonscales I've collected & a game timer so I can feel a sense of progress. But these are just "nice to have" suggestions that did not detract from the core gameplay loop.

I read in the description you had some challenges over the weekend, so what you have accomplished is really impressive! The elements that are in the game are really polished and well designed. Great work!

(+1)

Thank you for the interesting feedback! We agree on all the points you mentioned.

It would be indeed interesting to had an effect on the character when getting hit, because sometimes it's hard to hear the sound effect. We also thought that the score and the timer was missing while playing the game.

We agree for the scales, but it is also important to reduce the amount of glowing effects to help the user indentifying the enemies mechanics. So we need to find the best trade-off for that. We think that adding an outline would be a great idea.

Thank you for noticing us the rendering issue! And thank you again for playing our game!