Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Pretty solid fundamentals on the real-time action style gameplay. It’s kind of punishing for trying the usual kiting manoeuvres because of splash damage and enemies seeming to get a hit off immediately after rounding a corner. I also like the cooldown design in favour of having to manage limited MP resources.

I died trying to run back to a heal room shortly after the first boss, I kept getting spun around, on a strafe movement, while trying to backtrack past a fireball trap. Perhaps that was some kind of deliberate decision and not the inputs bugging out… haha.

The writing is a good touch, but I would prefer silently reading it over the TTS voice, to be honest.

Thank you for feedback! Yes, we didn't make cooldown after movement and that kind of hurts. And splash damage is a bug - character is way too fat, apparently. 

You dying on back track is on me... there is a healing room between that boss and trap room, but looks like its kind of out of sight and that is a huge flaw in level design. And yes, it was a spinner turning you around in there.

And yes, we really need to get those volume sliders next time, so people can tune what and how loud they want to hear.

And again - thank you for playing!

(1 edit) (+1)

Interesting, I actually thought the no attack cooldown after movement and splash were intentional, or at least could be. If you got more feedback and could see the enemies rounding a corner with a moving swing, it would be quite a nasty surprise for people expecting an easy cheese kill, haha. Likewise with the splash on fireballs, if it were only on some special attacks and telegraphed, I think it would be good to consider!

(+1)

For sure! I wanted to create cleave-like ability just for situations like that. But we were running out of time and scrapped what we had (combat system was re-made even, since we felt that we won't have time to make it as we wanted it to be). Splash itself wasn't intentional, it just colision model. We decided to swing with that one, scared of making more bugs in process of fixing :) But bigger attacks could use bigger collisions for sure. Bosses, for example, could have those to stop player from kiting too much.