I agreed with Spook and Champpeace, the combat mechanic is not very good, you can only swing the sword when the goblin is in range is weird, people usually would try to swing the weapon to get the feels first, but if they found out that attack button doesn't work they will get confuse.
You could change the music theme when enter the game and the afterlife scene to get more out of it.
Also, It would be great if you learn the rule tile, I don't know what it's called in Godot or if it's exist, but if it's exist please learn that, if it's not, try to make the map look better and not discontinued tiles.
BluePained
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the art by itself is not that hard (Ronly said that it's more inconvenient more than hard since she is not used to do this.), we are artist based team but we do put some effort to it.
I control how overall the art should look, anyway art is mostly done by Ronly (@SSRonlypls) and unameru
The rank is low because the gameplay itself have nothing to offer(My bad lol.)
I just can code a little bit.
Since it doesn't specify how many waves it has I played until wave 10.
The game feels ok for a prototype, but the map feels unnecessarily big.
- The enemy could be more contrast to the background like red or something because the map is too bright it's hard to spot the enemy.
- Hard to find enemies when there are not many of them left.
- More enemies or enemies that carry new types of guns as the wave progresses would be good.
- The wings concept seems cool, but lacking of purpose. Since we could theoretically have a huge amount of guns, maybe have some special ability like sacrificing some of the guns to find the enemy or something.
- It feels weird to see float value like waves or health but not using it.
Still, good job!
The cardboard wizard is creative and cute. The game itself is simple: build and survive the enemies. Which is great but right now it's lacking something.
- The basic, The start menu.
- The player's hitbox and the enemy's hitbox look like it's not the same size, the player can just surround themselves with cardboard and wait for it to end. Which sounds unchallenging. Either add more types of enemies that can destroy the cardboard, cardboard health, or both.
- Since it's isometric where I can deploy the cardboard is uncertain adding some indicator would be great.
- Some animation or sign of the player getting attacked.
Overall, it's a good prototype game. Keep it up!
I'm enjoying this game. I died only two times passing all the zone. Crimson thorn is a bit underwhelming though.
-Some animation while fishing would be good I thought my game froze for a sec.
-I can see it will get boring if the player dies too many times, many add more things to do with fish like, a shop or something similar. Ambience sound help too.
-Player attack sound plays every click not every attack.
-I'm not sure if this is intentional, the player can still attack while jumping.
Overall, good experience!
I was at stage 63 before I died.
The gameplay is unique but
- I have no idea what shifting does. some sort of explanation or tutorial would be great.
- The game is very small it might be harder to read for some people.
- Some kind of change in palette color or the background after a certain stage so it's not too repetitive.
-The music should change after the player picks the gun. It's too relaxing for a fight stage.
-Some typos on some" damage" text. It is written as "danage".
-There is a bug in the tutorial stage where if you plant the plants in soil other than the suggested one, the player will be unable to move.
-Lack of juice.
Still, good experience. I'm enjoying it.