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(+2)

It's a decent concept of a game.
However, there are many problems which I found with the game.
1. Moving puts you at a disadvantage, which means that sitting still and waiting for the enemy to come to you and then attacking at them is a better strategy. Which you could argue is maybe part of the puzzle is figuring that out. But I would counter with that, not using a game mechanic shouldn't be the solution.

2. The enemy has the same amount of health as you. This means, that if you can get the first hit on him, and he can't hit you on the first turn, then you immediately win. Which isn't super interesting. I think it is fine to have the enemy have the same amount of health at first, but having more health in later levels would be good, which leads me to my next problem.

3. There aren't any other levels. This first level is pretty good at introducing the concept, but having more levels could have be good. Again, having enemies with more health could be interesting. Having blocks in the way or things like water which slow your movement or ice which force the cursor to continue in that direction over the ice, could have been cool. Another thing is having multiple enemies, but allowing the player to also move multiple times, creating more strategic levels as well.

4. It is unclear at first what mode you are in and whatnot. I think that it is not super necessary to have you select the character first and then choose where to go, since you only have 1 player character. Maybe if there were multiple player characters, this would be better, but so far, that isn't the case. It would also be nice to either show where your character is going to move or attack when you select it. Because if you select and then move the cursor, it can be unclear where you are going. I think what would be better is if the cursor is gray, then turns orange when you select the player and are moving the cursor (maybe it turns to a more red-ish orange if you are in attack range instead), and then you press space to select what tile you want to do your action on and then turns green if you selected a space to walk to, or red if you selected a space to attack, and you can't move the cursor again unless you hit space again.

5. You don't have an actual range, you just have a counter of how many moves you made. This means that if you go back, you lose a move you could have made. Because if you move three spaces forward and then move a space back, it will count that has 4 moves made even though you are only 2 spaces away. You should have an actual area around the character instead of a counter.

6. The cursor should also be red if you are attacking the enemy when he is close to you, instead of it being green, because it makes it unclear if you are going to attack or walk to that tile.

7. I think it is also a bit dumb to be able to select to attack a tile where the enemy isn't on. I think the game shouldn't let you do that, but that is more of a nitpick.

8. Music and sound effects would be nice.

9. I need to know what is in this game which is causing my graphics card to be 190 degrees Fahrenheit.

Again, I think that it is a good base for a game, but needs better UI and needs more levels to expand on the base concept, because right now, it isn't very interesting.

I understand that I did a lot of complaining and pointing out a lot of issues. And I know that I can be kind of blunt, and especially in messages, it can come off as more rude than people may intend. I point out these problems because 1. They are problems. But 2. It is so that you can see them and learn from them instead of making the same mistakes again. I understand that getting a negative comment like this can suck, but I hope that you can learn and improve from it. I really don't want to demotivate you and stop you from making games, I want you to just see the issues in your game and learn from them in the future.

(+1)

Toxagen, I appreciate you taking the time to give some honest feedback about the game, and don't be sorry about being realistic about what your experience was. I can definitely see where the critiques come from and I did notice a few of the things you pointed out during development. I'll attribute some of it to just being outside the scope of what I could complete during the jam, while others were just from a lack of experience. My only counter would be for number 7. While not demonstrated/showcased well in the one level the game has currently I was imagining since the enemy has a fairly predictable behavior the player could predict where the enemy was after they moved so during the player's attack they would hit a previously untargetable enemy. However, I guess ideas that are not very applicable to the current state of the game don't matter much though. Thanks once again, and if I do continue working on the game I will definitely consider the things you pointed out to make the game as good as it can be.