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I'm not sure if there were some bugs that affected my experience, but I didn't see any projectiles or AoE indicators for the dragoon's attacks, so it was difficult to judge how close the dragoon needed to be to the enemies. I also am not sure what the purpose is of representing damage with so many decimal places, or why a "cracked ground" effect follows the player around. I think progression for the first couple player levels should be quicker, because otherwise it's just the player waiting until they can make their first actual strategic decision, if you see my meaning.

(I see from reading other comments that those quick green orbs were experience points. I thought they were some type of bullet attack!)

Moving around in the game was very fun, though, and I actually had the most fun just going "wheee" and zooming past the enemies in a straight line across the field. If you decide to develop this game more, I'd probably check it out again, because the movement was very satisfying.

One note: the tutorial screen uses some abbreviations and technical terms I'm not quite familiar with, not having much experience with this type of game. I know you were trying to keep it concise (which is appreciated!), but it's maybe too concise.

(+1)

As it stands it sort of just puts the collider on and off when it does it attacks, Funnily enough the cracked ground shouldnt be following you at all, that would be a pretty big bug. I basically broke the game down into 4 weapon types, melee, aura, projectile and zone. Melee & Aura are attached to the player where as zone and projectile should be distinct. I dont hate the idea of one of those mmo filling circles tho to tell you when the hit itself is.

Yeah, I think that would really help! Again, I'm not averse to checking it out if you want to make some tweaks.