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Cool to see you made this in just ten days and it played better than I expected for a web build, even if it was laggy at some points, I think the option of a desktop build would've also been nice. Personally I would've opted for that over the web build since I would believe it would run better, but something is always better than nothing.

For the actual gameplay some type of visual indication on your health would be nice because I knew when I would get hit, but never had any idea how close to death I was. Also a longer stun on the enemies would've been nice, I know when they hit your shield they have a stun so you can hit them but I think it's currently too short and especially if there is more than one enemy near you, you can't really use that opportunity all that well to deal damage. It feels like the enemy and the player are on a level playing field which depending on the game could work, but I think for a game like this, the player should be stronger than the enemies, but maybe that's just me.

After a restart maybe have it so you restart at the last bandit wave because having to restart all over is a tad annoying (Although I'm no one to judge, my game has the exact same issue) 

The SFX were nice and I really enjoyed the walking sound in particular, the music was also fitting for the environment. 

An ambitious project for sure and with some polish could be great, good job!

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Thanks!

Also a longer stun on the enemies would've been nice, I know when they hit your shield they have a stun so you can hit them but I think it's currently too short and especially if there is more than one enemy near you, you can't really use that opportunity all that well to deal damage. It feels like the enemy and the player are on a level playing field which depending on the game could work, but I think for a game like this, the player should be stronger than the enemies, but maybe that's just me.

Everyone has the same health and damage but there are various mechanics trying to help the player: Only two AI's can attack the same target, so you only ever have to fight two enemies. Enemies randomly pick between "attack", "block" and "idle for a short moment" so you might have to wait a bit until either both are stunned at the same time or one is stunned and one idle or something like that. One blocking and one idle or stunned might also work since you getting stunned is also not that long and you might be able to block before another attack is incoming. You might also be able to change your position to get out of reach of one of the two to create a "one is repositioning" and one is idle or stunned so that you can attack.

It's of course all not that well polished and tested. I had to quickly get something semi playable done that was possible in such a short time. There are a ton of options to design a combat system. In my devlog I'm writing about some details and how I introduced the "same target limit", the stunning and the idle phase later to make it easier for the player. At the start enemies would either attack or block all the time and you could get swarmed by a dozen enemies with no chance of really fighting them.