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Just finished the demo and I really liked it!

Here's my feedback, I tried to give some kind of possible solution where I could:

  • Peace music will fade into combat music but not the other way around.  Felt fine for the tower but felt kind of odd in the earlier grassy sections.
  • The ranged attack on the zombies is kinda overkill, especially when you're fighting like 20 of them, I just jogged away.
  • It was awkward trying to use my shield since I often tried to whip around to block something last-moment, maybe an option to snap behind camera on blocking?
  • Might be skill issue but there were a number of times I accidentally started a finisher animation when I meant to do a heavy attack, dunno what to do about this one.  The right trigger isn't used so maybe it could contextually glow and allow the player to do a special move?
  • Hobgoblins felt annoying to fight, I get the logic behind them but I fought them all by slowly kiting around them and taking potshots.  As an alternative,  maybe they could get stunned when hit with 3-5 normal attacks, but don't take much damage unless stunned?  I didn't see the standing stun state happen often so this might be a good place to show it off more.
  • The demon boss for some reason loved spamming lightning like 5 times in a row.  You could add some kind of move tracker so it won't pick 1 specific move too often.
  • As an aside, I didn't have an issue with the 5 glow balls attack like some other people mentioned, I dodged it easily by running around it.  The melee flash on the other hand kept catching me on the edge of my hitbox.

I was really impressed with how polished and how much content there was for an "alpha" demo, I really need to step up my game lol.  I had a lot of fun with it and I'm really looking forward to more updates!!

Also thanks for the free ringtone <3

Hey many thanks for playing! Glad to read you enjoyed your time with the demo. :)

The zombie section is there kinda to teach the player that they don't really need to beat all the enemies at all times! So no worries if you skipped that, that was the idea (although killing them might net you some nice item drops if you are lucky).

I've read more complains about the current way in which blocking works but honestly I can figure a "solution". Blocking is meant to allow the player block in any direction at any given time and it should block in the direction you are pressing on the left stick or the WASD keys. Let me know if that isn't the case!

The finishers are done by holding down the button. A normal press should never trigger them. Right trigger will be used later once I implement the magic bow, so the finisher input needs to stay as it is.

Hobgoblins were too much fore sure! I just updated the demo and nerfed them so they flinch when hit in the head, making them way easier to deal with.

The demon has some code to prevent it from doing the same spell twice in a row... but it was bugged lol. thanks for reporting it! Should be fixed on the last update. I also reduced the AOE radius of some of his attacks like the melee flash, which was a bit higher than it should.


Many thanks again for playing and for all the feedback!