Thanks for playing. I'll take a look at that bug. The monkey stage is the last one so you're not missing out on anything after that.
RainFrogs
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Cute graphics and the first few levels did have some genuine strategy to them which was engaging. Once I could afford the super dwarf it seemed like just spamming those was the winning strat. I would have liked a bit more audio/visual feedback on the buttons and the fights themselves, but I know those things always fall off the priority list.
This is your first project, right? It's very impressive if that's the case.
As far as the game itself, it desperately needs more SFX and walls to stop players from walking off the world. I understand it's supposed to be inspired by some old game, but I dislike the way weapons work and would prefer if the equipped weapon was on the screen like all modern RPGs, or at the very least displayed somewhere in the HUD.
Combat is not super engaging, but may be helped by adding a larger variety of enemies. If there was a ranged enemy attacking at the same time, the slimes wouldn't be so trivial (boring) to fight. Also proper sound effects and a recoil animation would go a long way towards making combat feel good.
The art style is charming in a retro way, but the gameplay needs more attention and the lack of sound effects is seriously hurting the game. Even some generic looping background music would improve things a lot. If I were to suggest what to prioritize, it would be getting a few more types of enemies and seeing what kind of combinations make for the most engaging combat, as well as working on sound effects. Also the "exit" button on the menu made me think it would exit the game, not just exit them menu.
Looking forward to see how this project evolves over time! If you're this far on your first project, you seem capable enough to turn it into something great.
Thank you very much for your feedback! I appreciate it.
I see what you mean about gated from certain dialog options, from the writing perspective it has been more "what information needs to be conveyed" and less "how does a natural conversation flow" which may be frustrating. Instructions for minigames is definitely something in the TODO column, although I want to find a way to avoid the wall of text most games do.
That's a weird bug! I'll take a look.