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(+1)

Apologies for the late-ish reply!  And thank you so much for playing my game and leaving a comment.

I'm glad to hear you think it's a solid foundation.  In the end, that's what I tried to focus on when I realized my original plans for the game jam was too much for my first jam.  That is, to create a solid base that I would then expand on and create into a full experience afterwards.

Noted about the background.  With everything being on the grey-ish scale and only 3 types of tiles in the main level, I can see it being hard to distinguish what you can and can't step on.  Adding more clear visuals is on my radar, definitely.

And then the enemy difficulty, that's definitely interesting for me to hear.  It's been kind of all over the place, from too hard to too easy and everything in-between.  I do want to think about it some more since I also want to give more "tools" to the player to be able to do stuff, which would then affect the perceived difficulty of the enemies.

And then about the enemy transparency: although the semi-transparency was the "quick and easy" fix to indicate enemies have been damaged, I do think I'll try to maintain some kind of indicator like that when I'll update their visuals and add in animations for all the sprites proper.

Thank you again!

(+1)

Thanks for answering!

I think that the reason why the difficulty felt so inconsistent in the comments you got is because it is quite difficult until you realize how to deal with the enemies, then they end up being pretty easy. That change is subjective to the player and can feel pretty good as a standalone level, a "one time puzzle" if you want. But it isn's as interesting to think of it as the main difficulty on a longer game. On the other hand, those that don't get the "hang of it" won't be able to get to the "easy moment".

Hope that helps you ^_^!!