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(+1)

Hello! I finished your game! I have some feedback!

  • Camera controls seem to be inverted on controller vs mouse? Like moving the mouse to the right spins the camera clockwise, but moving the right stick on a controller to the right spins the camera counter-clockwise.
  • The dark souls style messages were very cute! I liked "Haha they died", lol.
  • There doesn't seem to be any way to pause or return to the menu, and you simply respawn on death without any input. Some of the enemies killed me several times while I was writing down thoughts to put here.
  • I really liked the music!
  • The weapon bouncing off the walls and pillars is cool! A bit annoying on the level with the stork though.
  • The fact that each encounter was a separate puzzle is fantastic! I liked figuring them all out.
  • The final encounter seemed unwinnable if you delay too much at the start because the enemy was very fast. Maybe intentional since it's essentially your 'final boss'. I did beat them after a few tries.
  • The camera was clipping through the walls a lot on some levels.
  • I'm not sure why the frog has a sword if they're a mage. The sound effect of it hitting a wall was nice, but wouldn't it make more sense for it to be something like a fireball maybe?

I hope this feedback came off as constructive! Overall, I really liked this game! Your Itch page is so cool looking as well! If this game had more levels I could see paying for it, honestly! This was great! Also, thank you for the message of support on your Itch profile page. 🏳️‍⚧️

Have a great day and good luck in the Game Jam!

(+1)

Thanks for playing! We appreciate it, and are really glad that you enjoyed it!

For the camera controls, mouse controls were added pretty late into development, so I didn’t really test them too much!

We were wanting to add a menu to pause the game (and maybe return), but started to run out of time. We had also considered a “press escape twice to quit the game”, but ran out of time for that too.

The heron was the most difficult encounter to develop, due to how they pick where to go when escaping the player. I’ll also say the sword doesn’t contribute much to the puzzles outside of the first encounter. I think at one point, we were going to have the sword be a “spell” that could be replaced (hence the mage part), but changed it partway through.

Both the characters and the enemies have an effect, that’s supposed to show a silhouette if they are behind a wall. While this wouldn’t solve the problem of the camera clipping behind the wall, it would help alleviate the problem. Unfortunately, we couldn’t figure out in time why the shader doesn’t work with the materials used for the level. Only as of writing, do I have ideas of what could have caused it! 😅

Thank you for the feedback! It helps us figure out what we can improve in the future!

(P.S. I’m always glad to give the support! 🏳️‍🌈🏳️‍⚧️)