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(+2)

Definitely noticing the increase in quality, awesome job for a two week jam :) Love how you always have some kind of narrative, which is something I never really do. 

I liked the boss fights, though the first one had pretty limited attack variety. The second one was good, but was made fairly easy due to all the magic pickups (Could mostly just facetank all the damage)

The blurriness on the larger images was a little distracting, I imagine they were drawn too big originally or something. I have trouble with that myself whenever I try to do hand drawn stuff, still haven't really figured it out.

The variety of attacks was pretty cool, but I found myself mainly using the normal punch (Partly because I didn't realize you could run initially). I seemed to miss a lot using the up attack, I think the hitbox might be too small or I'm just using it at the wrong times. The up attack also conflicts a bit with the normal punch midair -- a lot of the time I wanted to punch the flying monsters that were coming at me, but ended up attacking up instead.

Other random things: 

  • The pink on yellow buttons definitely clashed, maybe lower the saturation a bit or something. Especially noticeable on the title screen where they stand out more than the title.
  • Super minor, but the background lights with the gradient stuck out to me. Mainly because the gradient was limited colors, it might have been better to just do a smooth gradient. It was also one of (?) the only things that was antialiased which made it stand out more.
  • Parallax background maybe too saturated, the brighter greens definitely stood out particularly when you're next to a greyish building.
(+1)

Thanks for playing! I'm glad you noticed the extra quality, I tried to really push hard on this one. Story-wise, I have a whole bank of characters and ideas from this setting. It's possible I'll do more with it eventually. This specific scenario was semi-new. I reworked an old idea to fit the scope of the jam more closely.

Judging difficulty is always a challenge. Someday I should find someone willing to test my stuff during jams, haha.

Thanks for all the other feedback too! All great suggestions. I may go back a tweak some of that stuff, when I get some energy back. (And finish playing more of the other submissions!)

The only thing that will sadly go un-tweaked for sure is the blurry art. TBH, the only way that's not going to look blurry is for me to get better at full-screen pixel drawing. I tried at first, but it looked terrible. So I gave up and drew everything in flash, so I could at least have decent scaled exports.  For a glance at a few of the art cards in their natural state, check out the "official trailer" I threw together the other night: