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This was pretty cool, I watched it on Funbasealpha's stream and knew I wanted to try it.

I liked how immersive the sound is for movement, it genuinely feels like I'm moving a drone. I do think the movement would be improved by allowing the player to hold down a key to move though.

The environments had some ok variation between the temples, but did get rather confusing on the various levels within a temple. If I remember correctly the levels, items and non-boss enemies are randomly generated so they can't really be manually signposted much. The bright light clipping through the walls does actually help with navigation, so even if that's technically a lighting glitch/bug I would keep it.

The enemies I thought were neat, the sort of folded paper look was a great way to indicate the enemies direction without animating multiple sprites!

The combat on the other hand seriously needs more tutorializing. If I hadn't been present at the stream I would've had no idea how it worked. I believe I mentioned it in the stream but I also highly recommend making the tooltips appear instantly after mousing over inventory items, and have the tooltips explain what the item does or what stats it has. I know there's a lot of complexity and different combinations that can be performed but it's obscured by the confusing top level. And I know there was only 9 days to make the game, so it's understandable you couldn't get everything done (god knows I didn't). But I would say maybe next year to decrease the scope a bit so you can make it more polished and easier for the player to understand the game.

Overall there's a lot of neat stuff in this game and I enjoyed it. If you can remove some of the confusion around combat and polish up the movement a little this game would be awesome! Good work!

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Figuring out what items do is something of a core concept of the game, so that's not something I plan to just tell the player directly. As far as scope... well, next time I won't need to build all the underlying basics!