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(1 edit) (+1)

i have many things to say on this one. first and foremost the game is an enjoyable and unique experience, the platformer and top down controls were a tad slower than i would've preferred but it's no big deal. there isn't really any glaring flaws with this game, just small ones that add together. first and foremost there is no reason to ever use the sword, it has terrible range and i'm 90% sure the damage output is the same, so why even have it in the first place at that point? it'll only confuse the player. it felt to me like the first boss had too much health for the rate you deal damage with the bow, making the fight less fun. with the genre-changing concept behind the game, it can be tricky to know whats an artifact and what isn't, so i think they should all have some distinguishing factor, as when the mask artifacts were introduced alongside similarly shaped enemies, i was cautious to approach the artifact. perhaps a white circle around each artifact. there's no sound effects or music at all for the boss fights, although perhaps that's just a classic web build being broken for no reason moment. either way the game needs more sound effects, it's generally a solid idea to have one for each player action.

finally i have three suggestions to spice up gameplay, but they may be changing the creative vision too much so implement them as you will:

  • it'd be really cool if there were platforms or ladders with the platformer boss, as you come from the platformer section of the game, this would also make a sword attack more viable if it had longer range + more damage, then approaching with platforming and the sword  rather than using the bow would be a way to reward skill with higher damage output
  • a dash action could be a really useful tool in the players toolkit in both the top down and platformer sections of the game and would add a lot of depth to combat by giving players a utility option
  • changing the color palettes when in different sections of the game would help to make them feel different and unique.

i hope i didn't come off as too critical, i see a lot of promise with this game, and i'm curious to see what you'll do as a dev in the future.

(1 edit) (+1)

thanks for the review LeafLight Studios! so uhh first things first, maybe the player is slow ‘cause It’s most of the “complaints” I got from this. Second, the sword deals 5 damage and the Bow deals 1. Third, I like the idea of having platforms in the boss fight and the idea of making an artifact distinguishable from tother things. fourth, a dash action can be nice, but I don’t actually know how to make that in GDevelop :/ and what way does the player get that dash ability. and finally fifth, I didn’t implement music ‘cause I don’t know how to :/