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I played this for a little bit. here are my thoughts:

the art style is fun and clear. immediately shows me where I should be going. I love the little king and the other characters, the animations are fitting and overall give off a very goofy vibe. I like the intro. I would look at text spacing here (punctuation, timing) because I didn't get most of the story while looking at the images. skip function is nice to see. the buttons/UI needs some work, as they're blurry and squashed. initially after completing the first level, the button for the second level didn't show up. this was fixed by going back and forth between the menus, though. 

the houses look like I can enter them, I was sad to see I couldn't. I'm not sure what the difference is between my red and my blue minions.

 the main issue with this game in its current state is that my minions get stuck on ramps, plants, rocks and other 'edges'. the gameplay depends a lot on how 'fair' it feels to lose my minions (i.e. by crossing over a chasm wrongly). this means that the minions getting stuck feels frustrating. when I got to the spitting enemies, you lost my interest, because they instantly killed all my minions and pushed me over the ledge. they didn't really feel balanced compared to the lawnmowers. the pencil swings have a big hitbox and killed a lot of my guys. 

I want to say though that I feel like this game has potential. I know this is at the end of the MVP stage, but as a hypothetical future development idea I would love to see some more interaction with the environment, collectibles, or a bigger integration of the theme 'working together to achieve a goal' (i.e. opening certain gates when having obtained certain minions, or other size related puzzles). Right now it's purely traversal, and I feel like that's fine as an MVP, but it's making the collision issues even more frustrating as it's the main thing I'm doing. I do hope to see the final product in a few days. good luck!!