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this was such a nice and charming game to go through! its crazy how much you managed to put in this game, from the scale of the island to the 3d models you made! it seems like theres even a lot of underlying systems in the game, very nice! the foundation for a nice action rpg is there since a lot of the major systems seem setup already, though there are quite a bit of issues that stack up and should be addressed first (nothing too game breaking).

like some of the people have said, the inverted camera controls felt hard to work with for this type of game at least. mouse sensitivity also felt a bit high for me (though that could just be on my end), so having both of those be in an options menu would be great! some visual communication adjustments could also be appreciated, like showing what you get in the chests (even just saying it as world space text), since im not too sure what i got most of the time. there was also a point where i think i got xp from a chest and leveled up instead of down, which made me lose the skill i earned earlier (though not too big of a deal since i got it back, but weird for the chest to kind of nerf me). there was also an audio bug when approaching the chest where it seemed to play every frame. lastly, the enemies (especially the shadow one) sometimes dealt damage to me without going through its attack animation which led me to dying a couple of times because of it (though i am fully aware how hard the Unity animation system is to work with xd). so yeah, a lot of small issues, but them stacking could lead to problems overtime so it'd be best to address some of those QoL issues first when developing!

enough of the negatives, the general RPG system is sick! i can't say i played a game with a leveling down system (though i think i've seen some before), but i like the trade-offs of leveling down and the in-game context behind what it means to " level down", very cool! i also like the how cooldowns for skills don't reduce while attacking, thus informing the player to not just spam attack and swing randomly, i think thats a neat design trait of this game! also the non-humanoid enemies look really nice! the ones that are in the game rn have nice custom animations that im surprised exist due to both the jam duration and the amount of other content thats already in game! the environments in the game also look really nice, i was always surprised when entered a new area!

overall, this was a fun and campy world to go through, i think it has a lot of potential! from the dialogue and the animations, seems like you had a lot of fun making it, which really shows while playing the game, great work!

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WOW, thanks for the review! For context as to why the mouse sensitvity is so high... my desk has about literally ~8 inches of mouse space, which means I always have to crank my sensitivity, must've forgot about just turning my mouse sensitivity there. I also didn't put in a settings menu because I really wanted to work on the game and make it really fun! One thing I'll mention that nobody brought up is the lack of music, which makes sense, because a lot of game jam games have that. The reason is that at first, In the overscoping world I was in, I wanted to make the music myself. That, of course, did not, and could not, happen. However the reason for no royalty-free music is that I didn't think that I could find any that would fit the game, and also because I wanted to put time into the game, not the music. Now, about that animation issue: I had that in development, and it might be to due that the "Has Exit Time" box wasn't ticked off, though I swear i did... Oh well, that's Unity's animation system for you! The chests reward you with Healing Potions and a decrease in exp, because it was originally going to have coins and gems, and those would be used for something, but I ran out of time :( I also knew in development that the chests didn't have good visual indication, wish I could have fixed that :\ I actually had to put in a LOT of QoL on the last day, like ability unlocks and others. I also had to fix bugs for a couple hours too :\ Once I come back to this game, I definitely will put in a settings menu ASAP to fix half of the issues right now. The attack cooldown pausing is actually technically a bug, but I thought it didn't really need fixing, as I had other bigger issues, like occlusion culling not working properly at all with the stupid camera! The chair enemy was the one and only enemy I could put together in the time I had without overscoping again, and I really tried to make it exaggerated and ridiculous-looking, because I knew you have to have that player feedback. Probably my favourite model that I've put together for this game! Thanks a lot again for leaving this review! It's good to know about all of these small issues :)!