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(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 :)