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(2 edits) (+1)

The visual style is very cool. A mixture of pixel art and 3D is pretty rare. Environment is pretty chill too. While it’s a demo, it still has a good starting foundation. 

I saw some complaints about the gameplay, specifically the boss, but understandably so. I can tell it’s not easy, and the most time-consuming part must have been the boss mechanics. The more patterns you want to give them, the more boolean conditions you need to manage in the code. If it’s hardcoded, the need for adding more conditions can grow really fast, might even need to reuse code across bosses to save development time.

Behavior Trees or Finite State Machines are worth researching if you’re curious about designing more bosses with more complex behavior (This is just my personal advice based on my experience coding bosses.).

Still, it’s a pretty solid game. Good job! A lot of love was put into it.

(+1)

Thank you so much for the compliments! Given the time constraints for the demo, I had to hardcode a lot of things since there wasn't enough time to research existing solutions, and writing my own scalable scripts in just a week wouldn't have worked out-especially since I was so focused on the visuals. Because of that, I’ll likely have to rewrite most of the game from scratch if I decide to turn it into a full project rather than a demo.

You are absolutely right about everything; unfortunately, there’s a lot of spaghetti code under the hood. I’m usually not bad at coding, but I had to face a massive number of new challenges and a creative block (which, thank God, passed once I fully dove into making the game). As soon as I get some free time, I’ll rewrite the bosses too. Fun fact: they aren't even the most complex part, I just used Scriptable Objects. The hardest thing was actually the saving system-the bosses kept bugging out because of it, so I literally had to rewrite the entire boss system the day before the voting started! Thank you so much for your advice, it’s super helpful! 💻🛠️🔥