didn't run very well on my pc but what I played of it was very fun
JimmyHF
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Everyone else is already praising this game (well-deserved, it's great and almost certainly one of the best-made games of the jam), so I'm just going to list my complaints and suggestions so y'all can make it better moving forward.
The controls are a bit stiff. I'd recommend adding some acceleration and deceleration to make the character feel natural (or if there already is some, tweak the numbers a bit). More fleshed out animations and sound-effects would help tremendously as well.
The blur effects on sword swings are nice, and I think adding an after-image to the dash would pair nicely with the other effects. Speaking of the dash, I think it's a shame that if you're swinging your sword and try to dash in the opposite direction, you dash forward instead. I'd like the ability to swing your sword and then dash backwards to avoid an enemy attack.
As for the enemies, I'll cover both. The skeletons honestly should not get staggered by every attack. For an introductory level of a full game it's reasonable to have easy enemies, but as the only basic enemies in this game, they're incredibly boring to fight. The boss is much better, though the arena detracts from the fight. The boss design seems like it would fit better in a flat arena, or one with a single platform.
Other random suggestions include a diagonal dash, dashing through enemies, and cancelling attacks with dashes. Honestly I just really love the dash: it makes this game stand out so much more than the other side-scrollers in this jam, and if paired with some more difficult enemies, this could become something really special. Props.
Assuming they are original, the art and music are very commendable. The gameplay is passable, though nothing about it stands out, and I'm not a fan of the character's floatiness. Said floatiness could've been remedied by the level design, but the platform layout really didn't mesh with the character's jump height, leading to a somewhat dull experience.
While Tobor is admittedly adorable, nothing about this game really stands out. The enemies and collectibles don't really fit with the player character, and the gameplay and music is forgettable at best. However, whoever made Tobor is a great artist, and the level design isn't too bad, so with some time to add cute animations, thematic cohesion, and relevant mechanics, you guys could make something very fun.
The art and ideas are pretty good, with some fun strategy to be had. I'll admit it's not that engaging, but random generation adds to the replay value. If you'd like to continue working on this, I'd suggest that the battles have some sort of Paper Mario-style action commands to keep the player engaged and reduce the luck a little bit. Also, considering that elements don't carry over to the next screen, I don't really see a reason to offer duplicate choices to the player, though I may have missed something.
Using assets is fine, especially considering this is a game jam game, but it was a little disappointing to find out that nearly all of the interesting features and mechanics of this game were from a pre-existing engine. The game itself is pretty spooky, but the lack of meaningful payoff was disappointing.