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(+1)

Did I just kill all my emotions and was left only with anxiety?? 😃

Anyways I rlly loved the style. Absolutly in love with clay like games since I played hylics and this just hit the spot. Here are some stuff I wrote while playing if interested! 

  1. Ui mega cool, maybe a bit to big during gameplay.
  2. Didn't figure out the boss had a bigger arena (the black area) untill second time around (maybe was skill issue)
  3. Missing some metroidvania design elements, but think you guys already noticed since you pointed it out to backtrack  on the game's page
  4. There's a chance is a little bit more difficult to deal single target damage to smaller characters (such as the love fellow) once the attacks get bigger since they get more spread out in a line. 
  5. Effects don't show that clearly where the damage is going to land. Maybe add some more visual and sound feedback, such as the love fellows making some noise before attacking.
  6. Missed a secondary combat mechanic during the game. Such as a dash/projectile or a creative new equivalent.
  7. Buttom to skip dialogue is the same as attack buttom (at least in pc) so first time around I skipped a bunch of dialogue either by mistake or because I was already surrounded by ennemys

Overall just really nice game, also try building for webGl is easir for peolpe to play and sometimes results in more peolpe playing!

(+1)

Thanks for playing and leaving a lot of detailed feedback!
1.Really glad you liked the graphics, that's the one thing we always try to do well.
2. The boss arena is kind of misleading I agree, some playtesters didn't know that either.
3. We originally wanted it to be a more fleshed out metroidvania, but that ended up turning into a progressive attack chain and using the terrain to block your path due to time contraints.
4. That was a bit intentional but perhaps not explained too well. You can wait a bit after usign the first or second attack to reset the chain, which allows you to use the smaller fast attacks instead of the big AOE one for crowds. I don't think not noticing this is your fault, a game should explain it's mechanics to players properly.
5. Love was a difficult character to add and I'm not totally happy with the final implementation, telegraphing is definitely something that has to be done more for all the enemies but for love specifically, it creates a large and unsatisfying difficulty.
6. Agreed, secondary mechanics also fell onto the chopping block due to time contraints
7. We also noticed that, a proposed fix was to pause time while the dialogue was going but we just ran out of time (seems to be an ongoing theme haha).

WebGL is a good idea, but the games we build use the HDRP and a lot of custom GFX/Compute shaders, which I don't think would be very performant in a browser (maybe it's different now, will do some tests). It probably would make it easier for people to see and play, but would compromise on the artistic vision a bit, which is important to us. Thank you again for playing, and I'm glad you enjoyed!