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(+3)

Just played this today, and it seems really good so far. The platforming is solid and satisfying, and the characters and scenes are hot. Definitely will be buying on steam after it releases.


I do think that the enemies are kind of nothing burgers at the moment, though. With them all being one shot to kill, with the exception of the big one that you can just run around and swing at repeatedly, and the health being extremely plentiful, they really don't change anything by being there. Maybe in the full game, the enemies in the later areas will be a lot more impactful, but right now, I think they're the weakest aspect of the game.

(1 edit) (+2)

Agreed

As far as I understand the intent is for fighting to be secondary to platforming, but with how separate the two are and how bare combat seems to be, it makes me wonder how necessary it is. That being said, this is just the introduction and simple fighting has potential to break up fatigue from the main gameplay. Right now it just doesn't really reach that level of engagement to actually pull you in enough to shake off that fatigue

(+2)

Glad you liked the game. I inspired myself of 3D Mario games where enemies are more seen as obstacles than real enemies, so don't expect incredible combat in the future. It will stay simple, with a little bit of variety with them, but that's all tbh.

(+2)

To provide an idea on what I think makes combat work better in 3D Mario games, I'd say that a big part of it comes from how the attacks function. A lot of Mario combat with basic enemies is integrated into the movement. The slam attack in this game works pretty well like that, but the basic attack is very fast and effective at just nullifying the enemies. I'd maybe consider giving it more of a cooldown between swings to require some form of timing. A lot of Mario enemies also move in unique ways or do interesting things which makes dealing with them a bit more satisfying. It's not really like it's bad right now, but it's like the other guy said where it just isn't really engaging the way the rest of it is. I do think some tweaking could make that happen without making enemies feel like a major focus.