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I liked this one, the graphics were good, I liked the Metroid Prime style curved UI look, and the atmosphere was great!

The opening cutscene was cool with the AI voiceover that allowed me to skip when I wanted, and talking about how the hero had been betrayed. It sets the story up nicely and efficiently imo.

I especially liked how the lights would only turn on once the player moved near them or on scripted triggers. It felt like you were bringing peace to the dungeon as you progressed. I also liked the use of hidden doors as shortcuts or secrets, something I wish I had time for in my entry.

The combat was a bit confusing at first though, it wasn't until the second enemy I realized the target had to be in range to work. I did like the effects and the cooldowns, made my thinking a bit more tactical in that regard.

Though I wasn't a big fan of the enemies being able to attack diagonally, especially when I can't. I don't know if thats a bug or something, but it sometimes made projectiles impossible to dodge if the enemy had a high enough attack rate.

Also I think I might be going crazy but I swear to god there was a hallway with a fireball thrower that had a tile that turned me 90 degrees to the right whenever I stepped on it. Damn near killed me lol.

I do thank you for making the healing rooms placed in convenient locations, felt like whenever I really needed a heal there was one nearby.

Overall this was great, good work!

Yes, there is a bunch of things we needed to fix for the enemies and combat systems.. enemy able to take a step and attack is one of them - it does look like a diagonal hit that way. Character also has a little bigger hitbox than he should... so he gets hit with projectiles that look like they should've missed. And visibility of when and how to use abilities too. Projectiles are usable in range and line of sight, not nessesary in a straight line. Its a bit unusual after all...

And you are not crazy - 90 degrees rotator does exitst :)

Thank you for playing and for a feedback!