Thanks for your kind words and for playing! With the combat, I wanted it to be tough, but in a resource management way, but for the character skills. It was a great experience making it in 3 days and gave me a lot to think about with my main project.
Migrant Bird Studio
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Thanks for the feedback! In regards to the fights, I made an error for when they are supposed to appear; so if you fought them before getting the weapons, they are near impossible. With the weapons, they are possible, but it is about finding the weakness of each monster. When I rerelease the game, I want to make their weaknesses more fun to figure out rather than just going through spells to find out which works as well as make debuff times longer as the debuffs didn't last as long as I would have liked.
I love using the light to weaken the shadows and then finish them off with the axe. Kinda reminds me of Aragorn from The Lord of the Rings: The Two Towers PS2 game iirc. The music was tense and the visuals looked nice. The camera angle was fitting. I loved the tension and you nailed the theme. It did feel a bit easy to just run right through everything though I will say and there were some shadow creatures that even though their eyes weren't showing, they would come out of nowhere and get me even if I was being careful. The final boss did feel a bit random with the patterns, but manageable when knowing what to do. I managed to find the way out with the gold rectangle on the side at the end due to the glow; however, since objects in the game have vibrant colours and it is a small rectangle, it adds to the difficulty of it being spotted. I feel like flashlight item that was a health up could have been placed further in the game as you got close to the generator. I had a great time with it!
The game looks nice and the atmospheric music was fitting. The game ran smooth and it is a unique idea with how the player must survive. The generator never felt like it needed to be touched though and the games difficulty needs fine tuning. There was a point where I was just standing around not doing anything because I knew that there was nothing left to do. Outside of those things, great work!
Very well made game in all departments. The puzzles had a good level of difficulty, the visuals really stood out, the music was fitting, the controls were solid and even though I know that it can make movement a bit more difficult, the camera was used well in making the visuals stand out. You handled the theme really well.
The music selection was great and I liked how the light bopped in sync with it. I also like how it would change based on how much life you had left. The use of colour was great, it worked well with the theme and I liked the gameplay a lot. I will say though that there were times where I was just moving around in an empty space with enemies not really being much of a threat and then the difficulty would spike out of nowhere and then go right back down.
I liked the tutorial a lot. The main game felt a bit odd in that the first level is just rushing through and then there is a massive difficulty spike for the second level where I didn't know where to go. The gameplay is fun, but there was lag. It wasn't all of the time, but often enough that it was noticeable. The sound was fun and I like the idea for how it handles the theme. The randomised areas are cool.
Very creative entry and I like the ideas behind it. Stunning ghosts with light is not only a neat mechanic, but it fits well with the theme. The visuals are nice to look at. The main problems are that the flashlight won't work at times and if it is meant to have a certain amount of uses, it would be good to see how much it can be used. The map also has invisible walls that would just stop my progress out of nowhere. At the beginning, you can walk right off the map to get around enemies.
That was a lot of fun. The visuals are awesome with your choice of colours and visual style and the gameplay was fluid. It is a game that fits the theme well since you are fighting a necromancer. I felt like it was too easy to get points and just win by spamming peasants and the arrows didn't take away enough points per use. I saw two of the enemy types with big type only appearing once; so it makes me think that maybe depending on where the player is at, we could see more of a particular kind of enemy.