A larger project is coming soon :)
lethandralis
Creator of
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Someone likes Hollow Knight!
The most polished game I've played so far. Can't believe such a short game made in 48 hours can absolutely nail things like atmosphere, music and sfx, without sacrificing gameplay and fun. Character was very responsive and the puzzles were just right. Can see something like this turning into a real game, after all Hollow Knight started as a game jam game too!
Seriously I can see you have put real effort in sound effects and little things like the screenshake when the armor hits the ground. Music and the background is very atmospheric too.
What is your workflow for creating sound effects? Weirdly that has impressed me the most.
Really fun concept, had me wondering what the next boss was going to be. I had fun exploring synergies but the powerful ones seemed to be just combining two of the same elements.
I like the deckbuilding element too. I feel like there is some great potential here if polish and player feedback is improved a bit.
Beautiful game. The music is awesome as well as the character design. The story also quickly pulls the player in. Looking forward to play the full game. Below is my nitpicky criticism, as a fellow developer working on a game with similar gameplay elements.
- Scene transitions feel a bit abrupt. I think a quick transition effect will make the game seem more polished and professional.
- The path to the apple tree, also the path to the ring feel a little bit too long. This is because new gameplay mechanics, enemies, or even new tiles/decorative objects are rarely introduced. Almost all scenes were probably created with a limited number of tiles, and it shows at times.
- There is no incentive to killing enemies. Rolling through everything to get to the goal seems to be the optimal strategy.
- The player cannot walk behind cliffs. This might be a design choice to avoid occlusions, but I think it subtracts from the illusion of height difference.
- Wasps can fly through cliffs, but since they don't actually change their height, it looks a little unnatural when they do.
I am pretty sure some of these things are already on your list. As I said, these are really nitpicks, and I had a really positive experience playing through the demo.
@KiruB and @MaxiPoki, and all developers,
I did not say that the game doesn't fit the theme, it does - but it seems to be a game that happens to fit the theme, rather than a game that is designed around the theme. Yes, the theme should not diminish the user experience, but I believe it *should* restrict the design. That is the beauty of it - working with constraints, so your creativity is boosted. Obviously I cannot come up with a design that will drastically improve and build upon your concept off the top of my head, I had to think for hours to find a game design that fits the theme for my game. And I'm definitely not claiming I could do a better job than you guys did. It's easy to like a polished game with beautiful graphics but harder to give useful criticism - and it is even harder to accept the critique as developers, as you worked really hard to build something you love.
I'm torn, I don't know what to rate this game. On one hand its extremely beautiful, and I can see the effort went into this. On the other hand unlike many people in the comment section I don't think the theme was explored very well. Having only one button / one objective can apply to a lot of games in the mobile market already. Also the objective wasn't very clear to me. My 2 cents. I bet you guys could accomplish great things given enough time.
This was a really solid one. Has the right amount of polish (maybe a simple background track would have been cool, but hey its a 48 hr game), and the puzzles are surprisingly well designed. I loved that the obvious solution would always kill you and you had to wait a bit and think. Also the platforms and blocks blocked each other, but not the character. That led to some really intelligent moments.