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The art is gorgeous and you really nailed it with the reactivity as the player bumps into the flowers and other elements from the scenery. The visuals when you interact with the mushrooms are nice, but sometimes they linger for quite a while. Is it a buffering effect? The longer you sit on them, the more the effect stacks?

Gameplay-wise, I liked the variety of weapons and all their different skills and characteristics. It's a bit hard/counter-intuitive having to activate their special attacks by holding Q and then clicking. Maybe you could have Q for the left hand and E for the right hand, that would make it better. The balancing and game-feel on attacks, be it from the player or the enemies, is a bit rough, but I think that's expected. It's hard coming up with these kinds of mechanics, they require a lot of time for polishing and that's not something we had in abundance, I would say.

When I first started the game I had it on my laptop's screen, and on it I ran into the game's screen getting cut off at the sides, so I couldn't read the instructions on the menu. I switched to my other screen and it looked right. My laptop's screen is 1920x1200, which isn't a common aspect ratio, so that is what may have caused the issue.

So, overall good experience with the game, I read you're just 3 months into game development, and that's already great work, you're really good at it.

EDIT: typos

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Thanks buddy. We did our best in the time we had - and even so personally had combats with very dark bugs (coding errors) in the process.

Lots of experience gained in this. Never done something like it and im glad i had a great team to accomplish this outcome.

Thanks for trying it out and your helpful feedback.

Yeah we didnt have time to balance damages & hp... We did a rough model of it... So yeah. Lots of room to improve on that area. Not really sure how its properly done (especially without playtesters).

I usually find games easy. Im very good at playing (due my aspie syndrome?) so making it balanced for people not like me is very hard... 

So any feedbacks on this - im open to learn. 

Not sure about the shroom effect - I'll ask the team. Before it used to last very long (and didnt go away when dead). Now it seems short :P

Oh and about controls... I wanted Alt+click to be the shortcut. But had many issues in unity editor triggering other shortcuts midGame... Later one tried Ctrl+click and wasnt itch.io friendly (accidentally ctrl+R reloaded page i.e.)

So i went with Q - next to movements... But yeah I'm not fancy about it either. 

A letter per hand? Hmm sounds more complictaed than it is - dont you think?

Thanks for your words. You're very kind. I can see a brilliant future developing games (for me and my partners). Im happy with the built game. Despite my ant-size short experience i was able to contribute and deliver.

(About the resolution... No idea how to test that on my end :/ guess that's what playtesters are for when real games are in the make)

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About the Q and E thing, I meant it as just pressing those buttons to activate the skills, without requiring you to also click, like you'd have in some of those Hero Shooter games.

Like you pointed out, having playtesters is a must on more complex games like this one. Being able to see how the game is felt under different individuals eyes is a must for making out details you would never realize otherwise.

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OHHH that is such a good idea! I never thought about that haha whoops. Clever one. I'll keep this on mind for my next games!

Yep, I wish we could have tried to get playtesters before the date ended. Getting feedback seems ultra important (for any kind of games).