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(+1)

I guess I'm just going to repeat what everyone else said, so feel free to skip through the text ;).

Well, I like that the intro can be skipped. I guess if nitpicking the low res torch clashes a bit with the other parts although it looks pretty good out of context but overall the visuals are consistent, the sounds fit too and you've got the atmosphere right. 

I actually don't mind that the combat is button mashing, I think with this kind of real-time systems it's one way to make it fast. I think the attack animation could suggest it's how it works by simply restarting each time you press the button.

The steps are too small and there's a big delay after pressing Space to the point I hit Space, and other buttons, but still had to look for the page to know Space was the one button which did something.

Overall I don't like dialogs that you don't advance at your own pace. Opinions will certainly differ on this one but I'm not fan of seeing the player character during cutscenes, I mean I don't like cutscenes that much to begin with ;) .

Thanks for sharing!

(+1)

Hey thanks a lot for your time for playing my game and writing this comment. I don't see this as repetation, you share your thoughts and observations and they happen to align with others. The more people stress the same issue,  the more it shows how serious that problem is.

It's not nitpicking, i should've chosen a torch model which is consistent with the rest of the artstyle of the game. If this was a commercial game, that would be an unforgivable mistake. It was kind of a panic move to use the first torch model i found without losing more limited time.

The combat system in my game is very rushed. It's protoype level stuff to tell you the truth. I am not happy with that by any means. It's the second biggest issue on my lisy after the movement.

It's totally cool that you din't like dialugues and cutscenes. Every person to their taste afterall. I'm not too crazy for cutscenes myself, i'm more of an enviromental storytelling guy, like in Half Life. But i think sometimes a cool presantation is a perfect way to introduce players to the story and to boost the presantation of the game. A recent example for this i think is Baldur's Gate 3. I also have to admit that i got kind of overexcited  about making a game which is inspired by the anime "Goblin Slayer" and renact some famous scenes from it in the game to add to the cool factor :))