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Nice game for a first-jammer solo dev! Of course there was a lot of space for polishing, but I know how hard it is to do everything by yourself, and it already had all the elements of a playable game, so you can be proud of it.

Some notes that I took:

  • Some sound effects for the spells and maybe hit/damage would go a long way. Especially for the area spell.
  • While we are at it, the area spell was my favourite, against the slimes I didn't even use the projectile spell, just herded them together and hit 5-8 of them with the explosion. It felt satisfying.
  • The enemies in Hell felt like a leap in difficulty, because it seemed like they were at least as fast as me, so as soon as you navigated into two of them, it was hard to keep the distance and any distance you lost could not be regained. It could ease the difficulty and provide the player with some more tactical tools/choice if you could gain some distance either by using obstacles in the terrain or maybe some slowing spell.
  • I liked the minimap, it was useful. Some of the text in the beginning took a whole lot of screen space and I had to hide the minimap to read it.
  • I always appreciate procedural generation. Did you use Godot's noise library? Did you add any other rules, maybe to ensure that the map is always navigable?

Overall, nice work and keep developing!

Nice of you to say that, much appreciated! I’m currently polishing the game and some sprites (learning a lot too).

Yeah, I definitely need to take a good look at the soundtrack its my weak point, ngl. I made the skeletons very fast almost the same speed as the player, because I thought the sprint option wouldn’t be used in the game as much as i wanted but maybe they’re too aggressive. Right now, I’m learning some enemy AI to improve this part.

The UI was kind of rushed because I didn’t have the time to make it properly, sorry about that.

Yup! I used noise, I made three layers terrain, fauna, and flora, after that I made sure the player always spawns after the procedural generation, near the beach and also ensured that everything has a Y value, with the terrain being the base layer.