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(+1)

Its definitly missing some feedback on attack, it seems like the enemy has a tiny hit animation but its very discret and most time i wasn't sure if i was hitting or being hit.

Appart from that the initial concept is good, its way too easy in my opinion (i didn't really felt like the gambles i took had any impact on my battles) but balancing is in my opinion the most challenging task of game devellopement

The health bar was added to ensure that you would have some feedback when you're getting hit and the animations from the enemies should be somewhat in sync to when you get hit.

As for the feeedback on the enemy, unfortunately I had to choose between correcting some bugs or providing that feedback with the little time I had left and, although I still had a few minutes left prior to submitting the game, I didn't want to trigger a new bug that might have broken the game! But something to consider on a finalized version of the game :D

Also, I'm thinking of a making a youtube video on this experience! Do you mind if I had your comment into it? :D

(+1)

no its totally fine, i'd love to see your video on this project as well when its done :)

And yeah, game jam is all about making choices and time management !!!
For me its why i like it, it push me to underscope and allow lots of time for stuff i usulay dismiis (ui, ux, sounds, etc...) so its really good to learn to include those in the planning :)