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I lol'ed at the two big guys watching :D 

It appears my game started on level 2. By around the 7th minute, which felt like forever because I was getting hacked to pieces like the one-hit wonder I am, I was through the first door. Lo and behold, a second door! *sigh* alright, onwards boys! The second door proved to be too much though. I was barely making a dent, and me and the boys getting ganged up on by large groups of enemies, and executed without much of a fight. Great, I thought, at least my mortar has shown up to help. But then the enemy archers(!) showed up, as if the fight wasn't hard enough already. That was around minute 14, or halfway through the second door, when I had had enough for now. 

The swordplay to me feels very janky and intransparent - does the enemy even have to face me to kill me? It feels like I die before the enemy's animation even plays. Sometimes, I dont even notice I'm dead and keep hacking almost until I respawn. After 14 minutes, I still have no idea of the effective range of my weapon.

BUT! I love the concept, the graphics are fitting, you implemented a suprising amount of mechanics (mortars! archers! fiery balls from hell smashing through my ranks! massacring innocent villagers!), the levels are interesting and HUGE, and there are two buff dudes watching me die. 10/10 would ram my head again - but please make the sword play more transparent :) 

Thanks for the feedback and for trying it out! Sometimes the two players watching the game struggle real hard with how to defend or attack. 

The sword play can take some getting used to. Basically, if a red pawns sword touches your pawn at any point, whether it's attacking or not,  then its back to respawn. What do you think would make the sword play feel better?

Ah, gotcha. That explains a lot. I was expecting the sword swinging in the animation to be the only dangerous part.