Thank you a lot. That's great to hear. I enjoyed watching your video, mate.
WorldsOfFiction
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Nice to hear, that you liked it and thanks for the feedback.
I considered the first thing myself, but never came around to implementing it, but it would be a better solution.
The second point is actually intended. It doesn't work as smoothly as I wanted, but the camera is supposed to freeze, until the player deletes objects to free up storage-space, so new elements can load in.
I had a lot of fun with this. Choosing your equipment at the start and having to manage it in the dungeon is a great idea. And wow. The sprites look incredible. The whole game looks fantastic. The soundtrack is cool too.
It would be good to see the effects of those potions and rune-stones displayed somehow on screen, and the rng-balancing is a bit off. I wasn't hit once until the last fight, but then every time. It would also be nice to have the last weapon, that was selected, remembered in the menu. I needed to scroll to the last slot, whenever I wanted to use the weapon there.
Other than those points, this was great. I think you should definitely work on this after the game-jam.
The sprite-work is incredible. I found the controls to floaty, I know it's supposed to be like that, but still. After cluelessly floating from room to room, I stopped playing. It grew frustrating to look into each room and finding mostly dead-ends.
With some polishing, a mini-map or some other way to orient myself better, this can be really cool, though. Especially with the great art-design.
Good job. I really like the graphics and sound-design. Cool to let us choose a colour-scheme.
The gameplay wasn't for me. I think it's an interesting concept, but the movement feels very stiff and the momentum unpredictable. I ended up spamming jump like a maniac, and that did kind of work, to get through the level.
With polished gameplay, this could be a lot of fun. Keep at it.