Great game and great implementation! Having it so that the levels could be passed while doing "poorly" and instead awarding players with a better score (3 out of 3 hammers) when they are doing well was a great idea!
solblind
Creator of
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Thank you for the feedback! The elementals were definately the best part of the game! :) Originally the plan was to have more elementals(void elementals for trashcans, rock elemental for anvil) but this is what we had time to finish(ish)! I agree with the music part for sure tho. Do you think the game would have been better without the music?
I liked the gameplay and the art side of the project, but felt that the time for each individual order was a bit short. I never felt I could "get ahead" even for a second, always delivering items (if I managed at all) just in the last second before the order went away! Increasing that timer slightly, with a better "delivery" feedback would have made the game much more fun!
Idea is great, but it quickly became the obvious choice to only keep your starting weapon, as it's stats had been compounding since the first round. If you developed the idea so that there is a reason to pick a new weapon, and there was a (more easily?) way of knowing what the different stats did it could be a really fun game!
Playing the game in the browser it was extremely loud from the get go, and a sound option to turn it down would have been welcome. I also couldn't find the keybind to show the labels for a bit! (Guess we don't use the same keyboard layout, what worked for me in the end was - instead of /). But I loved the voice acting, the forging process was the right amount of involved, and being able to manage several systems at the same time (heating the fire, beating the hammer) was fun!
Everything on the presentation side is absolutely splendid! In the menu where you upgrade your powers, only WASD input was accepted making it annoying to switch from my preferred control scheme of the arrowkeys. If there was an alternative to having the attack on z/x it would not have been an issue, as I could've used WASD during all times.
Great PixelArt and fun idea! I tried to implement this kind of "anvil gameplay" myself and failed, so Im very impressed! Since its such a short game, with simple gameplay loop where the aim is to get a good high score I wish there was a way to restart the game once finished, inside of the game. But that would be my only real complaint!
Neat puzzle idea, with great music and art. Very short ofcourse, but the things that were presented are a solid foundation to further the idea with. If the project was continued, I wish in longer/more intricate levels that there were some kind of limited resource that would allow you to "shrink down" again rather then restarting that entire level.
Love the art style, and finding out that the path you have traveled gets drawn on a Tombstone was neat! Having some ambient music to go with the game would have made the game a lot more enjoyable, even though it's unfinished. Couldn't quite figure out what to do with the Flowers you could pick up. Was there a function added where they could be used?