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I went on parade, but perish I did not.

I beat the demo stage without much difficulty. The combat system is intuitive and I think most people would figure out that skeletons are weak to blunt damage and slimes are weak to elemental.

Nevertheless, I'd like to see more inventive enemies since the playable characters are so good. You could probably recycle some of the art and have the party encounter enemy rogues or dark knights, as an example, or maybe skeleton versions of the party. I don't know.

On that note, the animations look great, as always. 

Moving on, it's been a while, but the sprites look a little more pixelated than I remember? I believe I prefer the sharper look.

The UI is also more utilitarian, which is probably a good change, but the art style is a big asset and I think it's important not to waste it.

The dungeon interface is a good idea but it might need a degree of contextualization because white blocks floating in the void might be too abstract. 

As for the music, it's very fitting.

Overall, the game seems to be coming up great. Keep it up. 

(+1)

>sprites being more pixelated
Eh really? I'll have to look into it, I don't remember

>UI

Yeah, I will compensate in other places probably? Wanted to make sure the most gamey parts of the game is as intuitive as possible first.  And yeah dungeons won't only be a black void with nothing.

Thank you for playing Bakar!