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Rabbidking

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A member registered Mar 12, 2014 · View creator page →

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This was pretty fun! I liked the sense of speed the slide gave off, coupled with jumping and sliding immediately afterward to get just a tiny bit extra speed in there as well (not sure if that was intentional or not but I definitely used it to go one or two places I shouldn't have lol). The bounties were all interesting, though I do think a couple of the later enemies were a bit too bullet spongey, and I had a bit of trouble with the last one trying to find all the required items, though that's also very likely me just getting lost. Overall, not too shabby, I rate 5 YOUs/5

Very nice work incorporating the theme into this! Like others have said I'm definitely not a fan of the camera (especially since I had to switch to a controller to make this more playable), but otherwise a fine little game

This was a decent little game! I was pleasantly surprised to hear voice acting, so bonus points for that. The stance mechanic was interesting, but I don't feel like either stance was too substantially different in terms of movement, besides combat stance having a slightly smaller jump and both stances moving at about the same speed. The enemies also needed a bit of cooldown in their attacks, or at least an opening in combat, as otherwise they'd keep spamming and drain my stamina while blocking. The final boss also locked up when he moved to the center of the room and attacked, and just stood there with his sword in the ground, waiting for me to kill him. Other than that, it was an enjoyable experience!

Heya, thank you for the feedback! I believe we have it set so if your wallet is maxed out it deals 20 damage to enemies instead of 10, not that it's super noticeable to being with. We did kick around the idea for more money doing more damage in a sort of scaling way, but we never did implement it fully. As for the speed decrease/wallet cap, we wanted to nudge the player to remind them to spend their money, be it on upgrades or going back and smacking the boss a bit, or provide a challenge for people not wanting to hit their cap while trying to get to a shop or a level exit. There are plenty of different ways we could have handled this aspect, and we definitely should have tweaked and playtested a little bit more to fine-tune what we wanted.

Heya, thanks for trying it out! That's completely fair, all of us were learning how Godot 4 specifically works in comparison to Godot 3, and we did spend up to the last minute working on stuff, so bugs inevitably slipped through the cracks. Playing through a bit before pushing a tiny update, I did notice our player's animations lock up after interacting with the shop in one level, but I wasn't able to consistently get it to happen enough to pinpoint a definitive fix yet, but it's definitely something for us to investigate. 

Heya, thank you for trying the game out! I'm glad you enjoyed the concept, it's been an idea I've been sitting on for a long while now, and I'm happy to finally present it in some way! I'll admit balancing the dragon's health was a big concern as I'm not too well versed on fine-tuning game balance, and wasn't entirely sure how much health would have been too much. In retrospect I should have focused it more around the maximum multiplier amount and made the final grind less cumbersome, rather than set it at some arbitrarily large number and leaving it at that. I'm still trying to figure stuff out about resolution so I'll likely update this with some better options once I figure all that out (that's likely also why expanding the window makes stuff like the UI seem more lumped closer to the left side than more evenly spaced out). I did push a tiny update to hopefully fix at least one crash issue (turns out one level not having a player spawn location kind of messes with respawns lol) and knock the boss's health down to a hopefully less tedious amount and more generous regen timer.