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(7 edits)

Here is my review !

Important bugs

Double jump on the edges of the map

When you double jump towards the edge of the map while moving forward, the player remains stuck to the wall, and if you insist, you go under the map and remain permanently stuck. Since I couldn't find a pause button, I had to refresh the page and restart the game. Same problem on all the edges of the other maps and with the enchanted tree that must be destroyed at 2nd level.

Combat

We take no damage if we are in exactly the same position as the enemy. But we can attack and kill him.

Combat Improvements

  1. I find that the enemies have way too many health points, you have to hit them on average 10 times before they die !
  2. During a fight, we spend our time attacking, jumping to dodge, attacking, jumping to dodge, etc etc. Maybe add the ability to parry an attack, or something like that. 
  3. And there are too many enemies at the end of the first level ! It's really too difficult for the beginning of a game. So I pulled each enemy one by one towards me and I used the glitch of being in the same position as them to avoid taking damage and kill them, otherwise I don't know how I would have done it.
  4. Add a little camera shake effect when attacking or getting hurt, or something that adds intensity to the fights.
  5. Add a small knockback movement to the player when attacked. Maybe to enemies too.

Other Improvements

  1. Add better animation for double jump.
  2. Add a pause menu.
  3. Make the barrel shake slightly when the player taps it, accompanied by a creaking wood sound effect.
  4. Potion costs are sometimes too high for the small effects they provide. For example 600 coins is a lot for just 5 seconds of invincibility.
  5. In the village area, the wall in the background has a parallax effect that is a bit too high, I think.

Small corrections

Missing spaces on this text. 

Conclusion

Very good work for this demo Vladimir, you master many aspects of game creation with Game Maker Studio. However, you will have to improve many aspects concerning the combat, which I find is more frustrating than fun. I unfortunately did not finish level 2 because of the tree glitch that blocked me under the map, but I had also noticed in this level a place where I died without understanding why (the one where there are several platforms that self-destruct and with lots of spikes underneath). Good luck with the creation of your game !

Thank you for your feedback, it's really very valuable to me! I have taken your comments into account and have already corrected something, but I am ready to comment on something. The double jump wasn't ideal, as a separate animation wasn't ready for it yet, and I had to rotate the object itself, which could cause the collision mask to graze the texture of the ground and get stuck in it. I've already fixed that. Yes, we do not take damage if we are in the same coordinate as the player, since the enemy's sword does not touch the player. I think this point can be fixed by adding repelling the player and the enemy when attacking, as you suggested, I will add this in the next update. Regarding the large number of health points of enemies: with each new attempt, the player's LVL increases, and with it the damage increases, so it becomes easier to kill enemies every time. Regarding the cost of the invulnerability elixir: this elixir helps to pass through spikes and fireballs, which is why it is so expensive, as it greatly simplifies the passage of the second level, and if you make its effect longer than 5 seconds, then it will be too easy for the player to pass most of the traps.