cool game like the atmosphere but most of the times I don't know where to go. Also reflecting the fly is a cool mechanic, was looking forward to find other enemies to actually use the sword but didn't find, after clearing a whole cave section there was just a cliff with thorns. But would like to see what this develops into
Lampazzu
Creator of
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Thanks so much for feedback! Yeah we def made similar games xDD
We are already working on every feedback we got! Currently working on the oomph! Will be crunchy and juicy, both audio and visuals (:
We didn't want the game to end without player being able to test the dragon parts and also wanted players to burst the bosses with their new grafted build, that's why we randomized after the third boss :D
Again, thanks for playing and enjoying, we will take everything into consideration (:
Art looks really cool and I see a lot of potential here but there are some game breaking bugs such as getting stuck in platforms, and sometimes the game would restart all the way back to the beginning. I'd like to play this in a more polished version because the whole idea seems very fun and creative (:
I really liked the art style of this game. Game is very polished and the take on the theme is very good.
I didn't understand a thing in the tutorial but when the game actually started I picked up.. Probably because of the tutorial xDD
Very nice, it's very hard to explain a unique game like this in little time. You guys did an awesome job in that. Also the sound design very very cool. I enjoyed this game a lot.
I agree with you. We are already working on it! Here is a sneak peak of how we are achieving contrast in the dragon arena (:
Also the whole Hit Feedback System is being completely overhauled.
Thank you so much for the feedback! Our Forest is one of my favorite entries of this jam, you guys did great :D
Take on theme very very similar to ours! Consider checking our game out!
I got double damage and super defense on first two bosses upgrades. Pig was very easy but also very fun. Feels very good to slash those bosses down! I'm not a big fan of slidey controls for movement but that's mostly personal preference. Good job on this one. (:
Game was really fun, got Clevius down but couldn't get past our fried-egg-casting friend. For a souls-like I think is important that you can change the direction of the attacks every each hit. It felt a bit monster-hunter where once you start the combo you cannot face any other direcitons. It works for MH because the bosses are very, very slow and gigantic. Not the case here. Overall I had a pretty fun fight against Clevius but Margara was too tough because she is faster than I could ever be. But there is so much potential in this game. I liked throwing the swords and how it changes your moveset. Pretty fun stuff and nice addition. Artwise it looks cool and I loved the music.
Man this game mechanic is REALLY fun. It's probably one of my favorite fights of this jam so far. Love how you can use the platforms in different ways, and the freedom you have. Great boss design, loved playing this game. You guys really inspired to have more creative ideas for boss fights (:
One of the few games I rated 5 stars for Fun category.
We really wanted to implement multiple control mappings so everyone could play in their favorite controls. However we had little time to create a proper tutorial so unfortunately all the information had to be clarified in only one room. But the controls are very simple so I figured it might work. But you are absolutely right we will make it clearer in the versions to come. For the 1st boss, there is a safe spot you can find but most people find it a bit hard. Still, we intend to make the fight a little bit more dynamic and fill in the holes (:
Also, believe me when we say this game is less than half of what it can be! We have SO MUCH we can improve. We want to polish it to the core and add new exciting stuff that we couldn't because of time limitations.
Thanks so much for the compliments! Everyone in our team is very pleased to hear that!! :D
I understand the frustration but have this in mind when creating games:
1. You created the game, you know every single strategy, every single safe spot, safe frames, punishing time, time to dodge, time to attack. You know every weakness, every strength. You know how the game works and how you are supposed to fight, you also know the numbers behind everything that's happening.
2. You practiced the same boss, over and over throughout one month. Your skills are honed, you know it as well as the palm of your hand.
3. And even so, you still lost half of your health.
Now imagine someone that doesn't know the game, doesn't know the boss, have never fought it before, and is still to figure it out how to play. That boss is very, very difficult. During the making of a game you always need a second, third opinion. Send some early builds to friends, friends that are good at FPS, friends that are bad. I call it the programmer's curse. You will always find your game easy because you know how it works and you are so good at it. So basically. If it's challenging for you, it's basically impossible. If it's a walk in the park for you, it probably works. I can beat my own game very fast, without taking damage and with ease. But people still say it's very hard.
The game is good, has a solid foundation, but keep all of this in mind. If you intend to make a hardcore game, that is also fine. But remember this is a gamejam, and people have other 400 hundred entries to play. So if they get frustrated too fast, they might give up. So in this case, it's better to gather feedback and make an enjoyable experience for everyone. I had to make about three games to learn that. Anyway, I will give it another shot soon because I truly enjoyed the game and want to see more of it. I write all of this with the best of intentions. (:
PS: I'm really bad at FPS games. I beat Sekiro five times. I beat Bloodborne without leveling up and even beat some crazy difficult whip'n'walk castlevania games like Rondo of Blood. But I'm just bad at FPS.