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(+1)

Nice art style! The models and animations are great, the combat feels good and I always love this crunchy pixel-art-on-low-poly-3D style.

Gameplay-wise, my experience was a bit on the rough side. I've encountered a few bugs like the mouse not being captured in the window anymore when returning from the pause menu. It made the game basically unplayable (very limited control of the camera, super easy to lose focus, etc) but thankfully it fixed itself after dying. But it was a recurring issue because I had to tweak the mouse sensitivity multiple times to get it right. I wish the game had gamepad support! Another bug was the cyclone ability getting stuck if you take a hit during the charge. You can also spam the air attack + dash to basically fly and I'm not sure if I sequence breaked the game by doing exactly that to reach the cyclone powerup...? If it was the intended solution, I feel it wasn't telegraphed enough.

The fly enemies with their projectiles were rough and I kept dying to them on the second floor. Getting hit in the air felt excessively punishing. That's when I called it quit. It's a bit of a shame because I loved the environments and was interested to see more of them. Lot of potential once the rough parts are sanded-out! Good job ;)

(+1)

Thanks a lot for playing and for your feedback!

About the mouse not being captured after pressing pause (or returning), I found the same issue a while back, but it only triggered when pressed ESC to return to the game from the pause menu, if you press ENTER instead, it should be normal again, weird bug indeed, I´ll be checking that along the cyclone & roll + air attack spam flying.

The flying enemies seem to be the least liked part in the demo, they attack too much indeed (need to tweak their firing speed) & they can stunlock you in the air! (a thing I ABSOLUTELY will fix).  The player Character (Char), mostly being a melee-based character, I think I could explore more options for him for these ranged encounters. Perhaps a type of blaster or cannon that can aim freely & fire multiple shots, although I still want to encourage the player to get close and personal with enemies.

Giving my idea for this world is that it takes place in a sci-fi environment where advanced weaponry, such as lasers and explosions, has an advantage over the more robust tools the character tribe uses (swords, lances, or even bows), I think exploring with the gameplay & tools available for the player is the way to go from now on. (of course, I´ll not be updating the game now, only after the Jam voting ends)

Thanks again!