Hey I was wondering where you got those balloon icons. Are those from finalbossblues? Because I can't find them on their site.
UnsungGhost
Recent community posts
I loved this game. It does feel a little limited as far as potential goes, but it was a lot of fun to play through. Everything was really smooth and natural looking. I really wish there was a save system because I accidentally replayed a level and wanted to go back to the level select, but Exit closed the game with no save.
If I were to expand this system I would go the direction of Tower Defense games. Get more allies that constantly attack and are more effective against one type of mob. Add some items that give temporary bonuses to stats or perform a special attack that kills most of the enemies on screen. This could potentially be really popular as a mobile game if you go that route.
I'll play this again once there's a save feature implemented.
I gave this a decent shot and I think I kinda figured it out. The issue is with the inventory. There's no explanation for it in game and once it's filled up once you can never interact with items, even if you get rid of everything in the inventory. The direction you're heading definitely has a lot of potential. Keep at it and this could be an interesting game.
I loved playing this one. Probably my favorite in the platforming genre.
There were a few minor things that could make this an amazing game.
1. It could benefit from a little more direction. I saw many branching paths but it seemed like a lot of them lead to the same place, but with different rewards. That's fine but it makes navigating it without a map a little difficult.
2. You definitely need to make the enemies drop something. There is no incentive to kill them. I felt like most of the time I was running by them. And when I had to kill them there still wasn't that incentive to get excited about.
3. The game could use some collectibles, minor and major. Minor collectibles would be something like coins, rings, gems, etc. The platforming was lacking that incentive to take the more difficult paths. There was also not a ton of reason for exploration. Minor collectibles and maybe more major collectibles would help that. You have gloves and MP/HP upgrades for major collectibles but it's not obvious what areas they are in, so it still feels like running through a maze. And because of the lack of direction, there was never a reason to take a path that I thought would be backtracking. --Also maybe the characters you talk to could be a form of major collectible. They could give you a lot of minor collectibles or talking to all of them unlocks extra content at the end of the chapter.
These critiques mostly fall under polish so it's understandable. Good job on the game!
The difficulty and stat progression were perfect. I mean absolutely perfect. It was as hard as you want to make it and you could always go back to grind levels or skills if you were stuck at all. I would say that the only thing I wish were added were multiple difficulties like Diablo. Each difficulty starts about where the last one ends and keeps the same progression as the first one--but gives more experience and higher level loot... Might need to make a few more levels of the skills too. Definitely outside the bounds of one month of work, but could make this closer to a 10-15 hour game.