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(+1)

I dig this art style! It’s pretty unique. Sometimes it was hard too see where I was going, which may be due to the very low contrast and brightness, but I liked it overall and it fit your story and writing pretty well.

I actually don’t mind these kind of 2.5D graphics. However, like the other commenter said, placing the character at the center of the camera would’ve felt much better. It also seemed like all interaction prompts appeared depending on whether the actual character sprite was facing the items, instead of them appearing based on the direction of the camera.

Jumping was a bit floaty, but in this particular instance I didn’t mind too much, as platforming wasn’t the main focus of your game. Combat, however, was indeed its focus and it could see much improvement. The only strategy I ever used was getting close to the enemies, slashing, dodging backwards, repeat. More enemy variety, attacks and abilities would have helped a ton.

I liked the sniper boss fight, but it felt like you were forced to make him not shoot the player when he got close (or maybe it was a bug on my end?). Also, the gun could have used a dedicated aiming mode instead of having a “laser” appearing when looking at enemies, but I think you did what you could given the time constraints.

With more polish and combat variety, I could see myself playing a longer version of this!

(1 edit) (+1)

Thank you so much for the feedback! It is indeed a little hard to see, the colorpallett could've been a little more varied up - but I was watching the game for so long that I lost the ability to realise it during development. Also, there was an idea to place the camera behind the character, but I was worried it would be hard to see what's infront of the player.
I also planned for mutiple types of enemies, but had to limit myself - drawing the characters, backgrounds and props took way more time than I thought it would. Aim mode is great idea  also :)

The sniper is most likely a bug - he was very deadly and agressive, so I toned him down a notch, and it had some unintended side effects :D
The combat system was something I actually really liked working on, but lost a lot of love for it after I implemented the 2D spitework. It lost a lot of "kick" - but the parry was still fun, shame I hid it so much :D