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(+1)

I have a lot more to say about this one than I think I expected for a game where the description notes it’s unfinished, so bear with me a bit on this one… I have a lot of games to play, and I’m not as good at being concise when I’m trying to be hasty, so apologies for the wall of text!

The visuals are pretty charming in this one, lots of creative visual concepts on display here! I actually rather like that about it. The intro animation is nice and juicy and would probably pare well with some nice lightning sounds once those are ready to go. The attack animations look really nice, and actually, just the animation work in general, it’s very good stuff.

The protagonist has a pretty cool design, and the description of “You kill the rust in your heart by killing the factory” honestly goes hard and despite the themes not feeling integrated much here with the game itself, that alone actually carries the theme points a bit here for the creativity there.

Actually, in general, you’ve maybe noticed I’m describing a lot here as creative, and I feel like that’s generally one of the strong points here. I can tell there’s heart in this one.

Gameplay wise… admittedly I start to have issues at that point. Before I get into those, here’s some positives on that.

I actually really appreciate when games give both ranged and melee attack options instead of sticking purely to one or the other. Could be something to toy with a bit more when the game is more finished, but as is it’s already a solid start to some potentially quite good combat. I also like that you have both a fast attack and a stronger but slower attack (the controls call it a parry, but it seems to work more as a regular heavy attack), to give the player more options.

Moving up slopes slower than normal movement makes traversing terrain feel pretty interesting, even if going down slopes feels slightly glitchy as of now due to kind of more-so falling down than walking down.

Also, I very much appreciate that this game has very generous coyote time (being able to jump for a bit after you step off a platform).

As for the issues… well… I might suggest that the attack animations are a bit too slow and their hitboxes are a bit too small, which makes landing attacks a lot harder than is likely intended.

Additionally, while I’d say it’s a smaller issue, it’s a bit unclear how the player’s invulnerability frames and taking damage etc. even works at first glance due to lack of any kind of real stun or knockback when taking damage, or even a dedicated animation for it, and also the damaged animation kicking in sometimes even when nothing seems to be hitting me. (Is there a stamina mechanic?)

Lastly, I couldn’t figure out how to get past the hourglass eye thing at all. I killed a few enemies, attacked it a ton of tons, and… nothing. Tried leaving the room, nothing, and I don’t see anything else I can really interact with.

To suggest a possible fix for the first gameplay issue in particular though, if your goal with the slow attacks was that you want to discourage the player from timing the attacks wrong, maybe if you speed them up you could also slow down or even stop the player from moving during part of the attack?

I actually do like what I’m seeing here so far despite the gameplay issues though, even if it could still be quite a bit better with that in mind. Would love to see what this becomes after the jam since it’s pretty clear you plan to continue with this more, so keep at it!

(+1)

Daaaaaaaaamn holy! (in a good way xD) Thank you sooooo much for your massive input and feedback on our game <3

Thank you so much for your words on the intro animation. To be honest.. I am not much of an artist, but I tried my absolute best and would consider it as my current "magnum opus" hahaha. I really improved my artwork with this jam and even noticed how much I stepped up from the "Level 1 - background design" to the "Level 2 - background design". So I really appreciate the positivity and thank you for the motivational boost :'>

We planned a lot more narrative design and environmental storytelling for the game.. Unfortunately to the lack of time and.. Lets just say private circumstances we were not able to integrate the theme "Kill the rust inside your heart" more.. Some assets too (like soundeffects and some other art assets) are ready to go and only need to be implemented! We'll work on the game after a break and add a lot more features and even planned a bigger "Wiwi-DLC" with more lovels, more content and basically.. Finally integrating the stronger narrative to the game! (Joke name between me and Pika, the other developer xD)

Thank you for the input on the gameplay as well! You are totally right, we first wanted to integrate it as a parry, but unfortunately ran out of time yet again, to fully make it work the way we wanted it to be :< Right now, its just a "Heavy-Attack" which is way slower but deals a lot more damage! In the later DLC we want to make this ability unlockable by defeating another boss and basically mendatory to proceed game progression and reaching another level! (Same thing also with a dash mechanic)

Thank you for your suggestions and duely noted on the hitboxes and animation time! We also plan to add sounds for taking damage, so the feedback is way more transparently communicated with the players! Another thing to add is a bug in the game we were unable to fix.. The so called "Vision-Bug". Basically if the player hits an enemy, all other invisible "Vision-Hitboxes" from the enemies hurt the player, once they entered it.. Which was rather annoying! (╯°□°)╯︵ ┻━┻

Buuuut, we fixed it and will upload updated, once the rating-phase is over! (Fun fact for you: It was just one line of code to fix that issue ;-;)

Ouuuuuh, I am sorry for the issues and that you were not able to get past the "Chroneyes" (Hourglass eye thingy xD) Basically what we wanted here is the player killing 5 frogs (for some reason it activates after 2-3) and after that you unlocked the double jump. You can leave the screen after that when it says "GO!" by going either left and right leaving the screen and returning to level 1. With the new double jump, the player is able to get up and proceed to level 2.

Again.. Thank you so much for your suggestions to the gameplay, positive words and taking your time writing your feedback.. We really really appreciate it and what I can tell from my side.. With your text you really helped me to stay motivated, keep drawing and game designing in general.. 

All the love <3 ~ KitsuneTuzak (Alucifex)