Very charming game, the visuals and audio are very well polished and the game was well put together as a whole. I think there could be a little more variety in the setting, it's mostly just empty grass with the occasional berry bush, and something like flowers or tall grass could make it feel more lively. Super cool game and awesome job!
rakthalekk
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Fun game, I really liked the visuals and the audio made me nostalgic for old flash games. The difficulty balancing felt a bit off -- the enemies seemed way stronger than the swans considering how many enemies spawned. I think they could use lower health pools -- maybe around 5 so the AOE could one-hit kill them. I also think you regain mana too slowly and don't get the chance to use specials as often. I think it could be a lot of fun with more upgrades; maybe ways to make your summoned swans stronger.
Fantastic visuals and theme implementation! Gameplay got pretty repetitive, but I enjoyed the upgrades and the idle system. Some suggestions I would have for improving this would be to increase the number of options to choose from in the upgrade menu and automate/improve the player's ability to pick up scrap, as I found it to be more of a nuisance than anything later on into the game. Great work!
Fun game, very difficult but satisfying to beat. Controls were pretty intuitive and movement is fun. The level design was good, but I think it would be worth having some easier levels before 2-4, as they jump pretty dramatically in difficulty before you can get used to the controls. The spikes feel a little bit punishing given that they immediately end your run; maybe they could deal a set amount of damage and bounce you back a bit, reducing your limited time instead of just ending the game.
Pretty fun game! The levels were fun and the movement was satisfying. My one bit of feedback would be that the wall-jumping took some getting used to -- probably because it was my impulse to move away from the wall rather than towards it when pressing the jump button, so I would end up falling off when trying to jump. I might suggest letting the player jump for a few frames after they stop touching the wall, and allow them to wall-slide just by being near the wall instead of having to move into it (raycasts instead of is_on_wall).