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I absolutely love the visual effects in the game, the screen shader is absolutely perfect for the game! This might be a skill issue but I felt the attacks got the player stuck in an animation for a bit too long, but maybe that's just a sign that I need to be more intentional about when I attack. Also a few of the corners have wonky collisions and I was able to get outside of the world twice but I was always able to come back so it isn't that big of a deal. The animations for enemy spawning was really cool too, and the tutorial phase was great, requiring the player to learn how to play the game in order to physically move forward. Only advice I would give there is I didn't notice at first that there was a second wave of enemies in the tutorial, so maybe if you could find a way to make that more obvious that would make it easier on the player. Overall a really cool game with great mechanics and I think it was totally worth all the time you spent on supposedly out-of-scope side projects.

Thanks! The sword is meant to have a fairly long animation lock, though if I ever extend this and add more I think I would speed up the sword swings and have a hammer for a longer, heavier-hitting attacks. If you don't like animation lock, though, then consider using the unarmed attacks! They don't stop you from moving and hit really fast (honestly it's kind of way too OP especially for being the default option, even though each hit does a very small amount of damage). And yeah, not seeing enemies remaining seems to be a big issue, especially with having to track down enemies remaining in the big level. I'll need to add something to help with that, and it would probably help with that issue in the tutorial as well.