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(+1)

First Impressions: 

I went full random with my character. This looks like a full-on proper game with an intro. Some of the renaissance art seemed AI. I can’t really tell when the enemies are attacking. Why is John Arbuckle watching me sleep?

After thoughts:

The combat felt pretty fluid, with me throwing out punches like the fist of the north store. In the long run I hoped there would be more variety to it, since this seems a bit scarce for now.

What I liked:
I liked playing the piano and the nice touches in the world.

Something that didn’t work as I expected:
I was hoping I would fight some bigger enemy or reach some greater goal, there was a boss fight that was just a regular dude sized up. I tried looking for a dodge or a dash attack or an air attack or a double jump, but not yet I guess.

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Thanks for playing.  At the moment the enemies spin when they attack, I'll be revisiting them and adding VFX and SFX to the attack so it should be more noticeable in the next version. 

This version is a bit scarce and combat isn't finished but I wanted to get opinions of its current state to see if it was in the right direction.

The piano is dumb fun, I'm a huge fan of it myself and it distracts me while playtesting sometimes.

The enemy in the game right now is a scribble, it's the most basic enemy and as the player levels up it's supposed to be more of an annoyance and not a difficult enemy.  I planned on having a 2nd enemy for this demo but the cutscenes took longer than expected, it wasn't quite ready so I didn't include it in the demo I have the first boss planned and should have that ready for the next demo as well.

there is dodge roll bound to F, it's not finished and doesn't give iframes yet.  The scribbles don't telegraph their hits so the player isn't really meant to dodge or parry them. Blocking is also bound to F, parrying isn't set up, etc.  More combat is planned.