Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

comments work, I was definitely feeling the burn of the controls and somewhat uncertain premise but everyone liked it so much I went back and figured it out, and I had a good time. I enjoy the details in your three worlds (especially the overworld) and your final boss design.

The combat is very strange, starts off very grindy, becomes very easy and then ends with a very grindy tank-boss. I get that it probably was less about balanced combat and more about the representational symbolism of the enemies. 

The models and the combat animations are very nice though and reactive, pleasant to just roll around. I could take or leave the drum sfx though.

One error I encountered is that powerups do not work near enemies, and in general, their recharge is kinda scuffed, often just waiting around for relatively long periods.

The thing that carries is that you really did build a big RPG in such a short time and the world feels lived in, congrats on the release

Thanks for the comment! I really should've mentioned that making the best descision whilst talking to NPCs cuts a lot of the grinding. It definitely helps with that kind of grind. The SFX was a miss, but I knew that it would take a long time to fit anything else, and it was also implemented all on the last day of the jam, so that definitely could've used some tweaking (or removal :)) The buffs are broken, and that was in fact unintended. for whatever reason, anytime you attack, it messes super hard with the timers, and I should've fixed that. Thanks again for the feedback!