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Hey, I tried it. Up front so you can weight this right: I'm not your audience because I bounce off 2D platformers in general. So discount my taste reactions hard. So I'm gonna judge the mechanics mostly.

I was doing fine before the first boss fight - where you gotta pick the mask before you see the entire level, I tried to gauge which mask I should choose based on the narrative but I guessed wrong so I couldn't scale the wall at the end and died. Later picked double jump and wall punch and cleared it. If I just failed to judge the narrative and my fail was intended that's fine, but I just found it annoying - but again I'm not the target audience, feel free to ignore.

Wall punch: I never touched the timing window, I just grabbed the wall and punched. If the timed version is the intended skill, then I skipped it entirely, not sure if it's intended.

Controls had noticeable input lag for me, again not sure if intended.

Humor read as cliche to me, but that's taste, ignore if it's landing with your actual target players.

You asked if it's fun: not yet for me, but I'm a biased judge there. The narrative and the overall appeal didn't pull me past the first boss. 

I would be pleased if you reviewed my game in return: https://signa-in-mundos.itch.io/scimitar

Don't bother with the visuals though, they are placeholder, I'm mostly interested if controls feel fine and if it's fun. If you can, use the .exe version cus it works better with raw mouse input.

I'd say the game picks up after that point, it sounds like you finished the tutorial. I'll do a review for you now, one moment.

(+1)

I like how the blocks break cleanly into more shapes, I'm guessing you have the cube replaced with two models rendered based on

the position and angle they were struck at?

spotted a glitch? mainly from the blocks after they break, shrapnel can cause a following block to be knocked off course

and become unhittable, I also had a piece of shrapnel somehow launch me in the air. 

the sound on the breaking of glass is a bit loud by default, even after turning my volume down a couple times, granted there's

no exact way to know what volume someone else's setup would be, I'd recommend putting some placeholder music at the start

to give the viewer an idea of whether they should turn the volume up/down. 

angling is a little awkward in real time, and given the player doesn't need to move when making a strike as the blocks are 

facing them, I'd suggest reducing the amount of input necessary to make angled cuts, perhaps if holding right click

made the user "free cut?" if you've ever played games like daggerfall, kingdom come deliverance, or bannerlord...

Its a good start mechanically though, kinda reminds me of fruit ninja. 

Thank you!