Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Ok played it, here's some feedback:

  • First of all, love the aesthetic, i think it's going in a great direction!
  • Maybe minor, but it takes too long from loading the game to actually get playing (several loading, disclaimers, "cutscene", etc). Cut that friction down.
  • While the character controls aren't bad, the air handling is abysmal - feels super stiff mid-aid, can't even change facing direction. This all really takes away movement expressiveness from the player. I'd work hard on this.
  • Coins are hard to see - not sure what their use is, but they are too small and not distinctive enough.
    • Something similar happens to the boulder of the kick tutorial, took me a while to realize it was even there
  • First enemy too long to appear, had to walk forward in a straight line for a while to get to it. Get to that action sooner.
  • It feels like mashing the basic attack resolves most situations. Maybe I just didn't get far enough to find more combat depth, but even the hopping enemies were easy to handle like that
  • Something similar to the air handling happens with the dash attack, you can't cancel out of it and it makes the control feel taken away from you for way too many frames

Hope it all makes sense, those are just off the top of my head playing over it.

All in all I think it's headed in a good direction, but moment-to-moment feel and control needs adressing asap. Good luck!

Thanks for responding!

With stuff like disclaimers and cut-scenes you can press the accept/jump button to skip or proceed to the next screen. I do agree with certain visuals being a little hard to see and will be looking at ways to make them more visible. I will be taking your comments on movement and combat very much in mind as I am definitely looking to refine those systems to be the best they can be, so highly appreciate when issues regarding control and movement are bought up.

On the note on your 5th point, this demo is basically the tutorial level, so things will be more suited for getting new/casual players accustomed to their movements before being put into the action sections of the game.

I'm happy to hear you love the aesthetic as that has so far been the most positive thing people have been saying about the game as a whole! Creating and setting up assets into the project has been the most time consuming part of development at this stage, so I'm happy it's been resonating with people.

Cheers so much for your response!