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Things I liked:

- The visual aesthetic is very nice, as well as the general game concept. Gotta love playing the villain.

- There's a lot of small details here that I liked. I don't know what a "hoojamaflip" is, but it's very comedic.

- Good music.

Things I didn't like:

- No attack previews :(. I think that would help a lot.

- I'm not really sure how the player AI works, so it's hard for me to figure out exactly how to trap it. That's especially true with the above, since figuring out how the different attacks mesh together is more difficult without having a clear idea of what each attack does.

- Because I'm limited by "boss health", I first thought that the player had to get close to me to attack, especially considering the player's sword. I was apparently incorrect.

Regardless, good job!

(+1)

HI CHRIS

thanks for the feedback :) 
After the game jam is done, I might go in and add the things you've mentioned. I like the idea of attack previews and I'll probably find a way to add those in. The hero is meant to move somewhat like a player, looking for empty squares and moving when it can but occasionally messing up, though some playtesting and valuable feedback (like yours :D ) are good for balancing it out a bit. I'm very glad you brought up the inconsistency of the sword and the  hero's attack style, might give him a bow or a "nerf weapon" after jam done :))