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(+1)

Man, that was intense. Had to bring back my old muscle memory of FURi to really beat this

Mind you I couldn't beat the assassin though lol. Had to sacrifice a health point ( Thank you for allowing me to do that. Makes me wonder what masochist out there will beat the final boss with only a few hp XD )

Anyway, great boss design here. I love how some patterns were for you to primarily regain some charges, whereas others were primarily for you to dodge ( Although you could still collect a stray bullet or two )

The character designs were cool as well ( Especially loved the druid and the final boss, although I have some qualms with the final boss )

The player felt nice to control and shooting and dodging felt good as well. Charging up a shot and aiming was also quick, snappy and fun

The environments looked somewhat bland imo though. Especially when the character models looked great and had a good amount of personality to them. I get that you were going for simplicity overall in terms of visuals, along with a mysterious atmosphere, but it just felt a little too devoid of character ( Although the path forming as you walk on it was cool ). The final boss having that red tint for the level was cool.

Now while I think the visuals could have been better, this game was still readable AF which definitely helps a lot for the type of game this is. So i guess sacrificing visual style was worth it in a way kek. However ( and this is arguably my biggest problem with the game ) ......

I'm really not a fan of the attack where the entire level goes dark and bullets come out of every nook and cranny. It feels kinda cheap, especially when every other bullet pattern feels fair. And it's especially the case in the final boss where the entire level has that space-like look in it halfway through the fight. Tbh, this may not bother too many other peeps, but I'm personally not a fan of sacrificing readability in a fast-paced action game where you really need to see and know everything that's coming at you.

The game also really needed some juice and maybe some more sfx in general. Felt kinda weird that the bosses were making little to no noise sometimes. It also really needed some sort of indicator that a boss took damage. Regularly having to check the boss's healthbar sometimes took me out of the action. That said, I guess it's also a good thing that the only sound that was really audible was the sound indicator that played after a dash and the sound indicator for when you took damage.

All in all, I think this is an actually really fantastic entry. It's got some very interesting mechanics and utilises them beautifully in every boss. All it really needs is some slight overhauling in terms of presentation. Amazing work and kudos to your team


(+1)

Thanks for playing the game, and an extra thanks for the exhaustive amount of feedback!

Regarding the low HP run, it has already been done. I think only doing the final boss, but who knows :D

Absolutely agree on the environments, even though it should be the same circular arena, even just a few boss specific props/colors/effects would have greatly helped in setting the scenes and mood.

The Assassins darkness attack can be lessened, by switching to light affinity, to actually see your character, although I do agree, that it should have been put on a cooldown, and take it out of the attack cycle for at least 10-15 attacks, maybe even more.

Same goes for it with the chaos boss as well. Hopefully the player is pretty familiar with the arena, and the general spatial movement by the time he reaches it, but, yeah. Should have had a timer on it, and a cooldown as well.

The juice and the sound effects suffered the most because of my procrastination. I have no way to weasel out of that point. Sorry about that.

Thanks again for the great feedback and the many kind words as well! I honestly appreciate it, and will refer back to it, if and when there is ever a post jam update!