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Others have said this but the pixel art and animations are really good. However the screen is way too busy. That fast moving animated colorful background, while nice looking, significantly contributes to player confusion. I can already barely see those tiny bone attacks, but add in those distracting beautiful and colorful stars and my mind is exploding with too much stimulation. 

Also, It would have been nice to have seen how much health the player has, just so the player could know how well or badly their doing at a glance and hopefully give those health power ups feel a bit more impactful.

The juice (particle effects, sfx, explosions) is just the right level for this type of game, which is really important for this genre so good job on that. 

This game does a lot of things right so don't let peoples emphasis on the one visible flaw make you think it wasn't good. The flaws in your game could be fixed in a few hours. Which means you made a really good base that just needs a few kinks ironed out. Good job!

Thank you for your compliments! In my opinion most of the downsides of the game is caused by me starting making this game when there were 5 days left to deadline, so I couldn't get that much playtest, and couldn't make the tweaks and little fixes I had to do in time, my only playtester was one friend of mine which had a laptop with broken fans (he kinda risked burning alive to playtest the game xd), and he wasn't able to play the game that much.

And for the health I wanted to go for a different way of making ui, so what I made was adding the green ring that closes in according to how low your health is, and same goes for the mana, it is represented by the rings around the hands of the wizard.

It would have been better for the game to introduce the ui and the element cycling in a tutorial, so player would understand the ui and the core mechanic of the game a little bit better.

At the end we get into game jams for the experiences and the challenges right? People learn the stuff they experience better than the stuff they watch/read, now for sure I know that if I am gonna make a game with radical ui designs like this, I have to also make sure the player understands it fully whether by a tutorial or something else.

For now I am planning to remake this game in LÖVE, with using the player feedback from this version of the game to not repeat the mistakes, maybe I will announce it on the jam's discord server when I make a playable demo of the remake. 

Once more, thank you for your compliments and feedback!