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Thanks for feedback! I was having a problem deciding what game i want to make, how to implement masks into gameplay. I had to cut a lot of conten like ability to apply all masks to yourself to become the mob temporarly, or a teleport mask. Also the boss behavioris badly optimised. The only thing that stops it to be stuck in corners is the function, that sets boss target to player no matter what, if boss is standing still for about 1 second. I had no time to add actual melee attack to the boss,so i added an explosion and i think i made it too powerful. Actually I wanted to have an attack that knocks back enemies, but i had a lot of problems with physics, so I just forgot about it. The whole concept of the game was flawed from the beginning. 

Speaking about "build gameplay",I actually hoped to balance the upgrades to have this kind of style. The pause while choosing is rational, I dont know why i decided to create a slowdown istead of it. If i had time, a would like to change the upgrade system to be like a tree, so you can choose paths to go, like get mana from melee attacks and focus on melee at general, or focus on upgrading your mobs.

Again, thanks for feedback!

P.S. i had no time to add volume sliders to the game :( 

You're welcome! It looks like you were aware of some of the game's problems. I guess you should just focus on something simpler in the system design side of things. As it is very hard to predict how all the systems will behave before creating them, you kinda risk a lot by discovering it late in the jam period. As I said, it's a cool idea but the core is too complex and layered, creating too many game design problems you didn't have time to solve