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BowmanBeric
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I had a lot of fun! The only rough part (that almost made me give up until I read the comments) was level 1, where I thought that the R key tip was just explaining how to restart the level if I get stuck, rather than the way forward. That may have been the puzzle but I think putting it too early confused me and initially turned me off of the game.
It had potential, but I wished there was some sort of difficulty progression -- once mastered, it didn't feel like it would get any more difficult, so the gameplay got stale pretty quickly. Also, it seemed like getting the speed downs were the way to go, so it definitely didn't feel very "full speed ahead".
Okay, I gave it a shot! Definitely an impressive game for three hours. However, I feel like the enjoyability was really cut down by the fact that the controls made me feel like I had to hold the jump button down longer to get the trajectory I wanted, yet holding down the jump button for more than a moment moved the player so quickly that whether the player wins or loses essentially feels random, which is not the most fun experience. The core mechanic felt a bit like a "lose/lose" experience where I was punished for whatever I decided to do.
Enjoyable! As a fleshed out game, it'd be interesting to be able to customize your attack with different combinations of weapons and/or upgrades, and train the AI to aim effectively with your unique loadout. With enough viable combinations and the ability to switch weapons to suit the situation, it could allow for some interesting strategies.
We've just (as of literally a few minutes ago!) released our first visual novel, Trials of Fire and Blood. We invite you to play it for free: Trials of Fire and Blood - Play in Browser
We'd love it if you could drop a comment on the game's webpage with your thoughts and feedback!
Make tough decisions and defeat your sorcerous peers in a test that will determine your future.
- 15-20 minutes of gameplay - a short story in visual novel form
- Turn-based magical combat where you will consider each move carefully
- Impactful choices: Cooperate, betray or solo your way to victory
- Original art and story (no AI used in any part of this game)
I had fun, but if you'd like feedback, I have a few thoughts:
- The player should move faster, for a modern game it feels too sluggish
- The combat is fun but would feel better if the player had a larger attack, personally. It's skill (timing) based, which is great, but the small attack hitbox makes it very punishing.
Very fun as is! If you're interested in feedback, see the below:
- It would be more engaging as a timed exercise where you try to get the most points in X seconds, and then your points are added to the shop but reset to 0. A leaderboard would work very well for this game. If it was timed, you can also introduce incremental difficulty -- the time limit is very overwhelming for new players and it'd be great for the player to work up to it and see some successes before they master the game.
- There should be a more drastic visual change in a block when it is no longer able to be clicked, the fade out effect creates situations where the player feels like the block is still there when it is no longer clickable.
Fun, but it was unclear how to get new creatures. I kept trying combinations involving Energy and Life thinking that I would be able to create them, but I only got spells. I feel like being able to create creatures (if not already possible) and having clear guidelines for what combinations result in creatures would add more strategy, as you'd be deciding whether to use your elements on creatures or on spells.