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Crazy ambitious. There is an unreal amount of content/polish for just being made in two weeks. The only thing I can say is that it seemed redundant in some cases to give the player additional abilities instead of replacing the old ones. For example, the axe just seemed like a better version of the claws, so I never found myself wanting to use the claws once I had the axe; since they are so functionally similar, giving the player to switch between the two on the fly just complicated the controls/ui. Similarly, I wonder if it would have been better to upgrade the dash to function similarly to the hoverboard rather than adding an additional button combo for what is already a really combo heavy game? 
Regardless, this was still a surprisingly solid beat em up. Good work.

Thank you for playing! The multiple weapons exist because of the hack 'n slash nature of the game, which purpose is to use your arsenal to the fullest capacity to get a better style score, although it is true that the moveset is essentially the same for the two weapons. The original idea was to make the axe more focused to crowd control while the claws were focused on burst, but the idea didn't land quite well haha

The dash had to be different to the hoverboard due to both of them serving different core purposes, but it certainly could be simplified.

Thanks the feedback!