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(+1)

fun demo and i only played a couple of mins but i have some fundamental issues with it: 1) enemy health bar should not be on the same line as the player's which obscures it, 2) when jumping to the platform with the potion, you fall thru the left-most tile which is misleading as you cannot land on it as expected. after you do collect the potion, you can now stand on the tile. if this is by design as some sort of "trap" or illusion mechanic, i can understand :),  3) adding arrow keys would be a plus and at least an alternate keyboard key used for attack is better than having to LMB, 4) the text is quite small and hard for some of us to read. 

a lot of potential fun so thanks for sharing and my hope you'll continue development :)

agreed - mouse for attack is especially bad

I changed the attack, test it! Now you can just hold down the attack key instead of pressing it many times

tried it again , odd choice of key for attack but ok ...

found it to be too tough at the start , the enemies take too many hits to die and they seem to give you lots of damage so i think some balancing needs doing on that 

(3 edits)

ok, i've revisited and made it into level 2 and appreciate that you've addressed all but the small text (some of which could be remedied with an outline on the font to help make it more legible). meanwhile, i'll try not to re-hash what's already been said )tho i haven't read it all) but the first set of trap placement on level 2 with the slide-y ground movement (which i DO like but could still be slightly reduced?), i think the hitboxes on the traps should be more-narrow or perhaps NOT instant kill at all at this stage but *health-reducing*, instead, even if somewhat rapidly. i will suggest that you add Checkpoints to remove some of the repetition. ie, i don't want to have to take out the tree every time i return to level 2 which becomes mundane when you realize you can hold attack and simply time jumps to avoid the incoming arrows (and the tree's health bar wasn't obvious and, until i randomly started swinging and realized i needed to chop it down, i thought i'd found a bug that would prevent me from moving forward until then). and i've realized i can skip most of the fighting unless i really want their gold once i've purchased the healing dragon which i DO like a lot. that said, i appreciate that we can approach the game in a couple of ways, either fighting or farming gold for a bit. also, already mentioned, is the suggestion to provide more prompts of what's happening in game. ie, adding an audible *rumble* before the ground beneath us falls away would help us time the challenge. and, there is a nice variety of challenge thus far and plenty of fun to be had in *just* the first 2 levels while the balance still seems a little off. that said, i'll be back as you continue to develop and address more concerns :) 

(+1)

Thank you for your feedback! We will definitely take your comments into account. Regarding the platform with the elixir: you are trying to jump onto it using a double jump, as you press it again before landing on the first platform, so you can't jump far enough. We will fix this issue to make it clearer. We will duplicate the controls on the arrows and duplicate the attack on the key.