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It's a shame the game is unfinished, I didn't finish my entry last year so I know how it feels. So my feedback here should be taken mostly as constructive criticism for what you should do if either you plan on finishing this game, or create an entry in next years jam.

The opening cutscene was mostly well done with nice art fitting sounds, though the text disappeared way too quickly on some slides so I couldn't read it all. Also it looks like the UI doesn't fully cover the screen because I can see the default Unity skybox at the top and bottom of the screen.


The artstyle of the game is mostly nice, I think I recognize all the assets used. Though I would suggest finding a more realistic torch and shield model for the player to use. I found that specific combo of realistic character and sword and low poly shield and torch to be really noticeable and kinda distracting.

The movement distance for the player should definitely be increased. I noticed in one of your replies here that you just used 1x1x1 cubes and had the player move 1 unit each time. I would change this to be 2 or 3 or even 4 units. Because the small movement distance makes the travelling fairly tedious, and I found it kinda confusing if I was in range of an enemy. Especially the goblins because they're so small. For context I made my movement system similar to how you describe, the player just moves 2 meters (in Godot meters anyway) in any direction if there's nothing detected blocking movement. But I basically just made the level out of 2x2x2 blocks, and the player just moves 2 units each time to reach the center of neighbouring blocks.

I would also suggest allowing continuous movement, and have the move happen when the player presses the key down, rather than when the key is released. It can be hard on the fingers having to tap so much.

The combat also felt unresponsive, there's a half-second delay between pressing spacebar and the attack animation starting. And I was unable to tell if I was doing any damage to the enemies. So I would suggest making the player attack animation much faster with a little *woosh* sound effect when swinging to give it some more juice.

I notice in the screenshots on the games page there are items in the hotkey bar, but I never found any items to pick up, maybe I missed them?

As for the positives, I like that theres an opening cutscene, and the the cutscene in the cave was very nice! I loved how it lead into the gameplay with the enemy positioning, I haven't seen that in another entry so far. The cutscene with the priestess was nice, though it also suffered from having the text disappear too quickly, and I think the black text on white background was too jarring with the dark cave environment.

The movement speed I think is good, just have to adjust the tile spacing and controls.

The environment was fittingly dark and atmospheric, and I like having the torch.

Sorry you couldn't finish this game, but I hope you take all the feedback from this game and try again next year!

Thank you very much for playing my game and for your extensive comment. Yes i want to finish developing this game. I spent a lot of time on it, i think it would be a great waste to abandon it in an uncomplete state. I added the intro on the last day of the jam so it was pretty rushed. I noticed the things you pointed out but it was too late to fix them at that point.

Assets are mostly from Unity Asset Store and Skechyfab. Yeah it was very stupid of me to pick a toon shader torch and shield while the rest of the game doesn't have toon shader. Firts thing i'll do is to change those models. 

Yes movement distance can be changed but i'll have to recreate the map from scratch because i adjusted the metrics of the map according to that distance. Since it gridbase movement when you change movement distance, everything is  misaligned. But i'll probably have to change the movement script and the map soon anyway. Current movement script is very faulty.

I agree you on the combat as well, it was very rushed. One of the top priority issues for me to adress. No there are currently no items on the map. In the jam version i wanted the player to start with a set of items but those items didn't appear on the inventory in the final build due to some error in the code i think.