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(+1)

- The art direction already looks excellent. The tree background sprite probably needs to be billboarded or something though, because I managed to position the camera in a way where I could see the edge of the plane on certain levels. 


- I'm still a little skeptical of the main character's design. Her dress looks more like loungewear rather than something you'd expect someone to fight in, but I imagine it's probably a settled design at this point. 

- The spider enemy's projectile attack needs a bit more telegraphing. 

- The game is fairly easy right now. Most enemies need to get into melee range to hit you, while the player can snipe them from across the map. You might want to consider lowering the range of player projectiles, giving enemies the ability to strafe long-range attacks, or simply adding more ranged enemies that can fight from a distance. 

- Daggers are by far the weakest weapon option. I assume they're not fully implemented yet? Projectile weapons are just a strictly better choice at the moment, so there's not much reason to ever use them. 

- There's also a bit of a control scheme mismatch with melee combat in general. It doesn't really make sense to have to aim dagger attacks the same way you aim a bow. If you want to include melee combat, I'd probably make it work more like a typical action game where pressing left-click simply attacks the nearest enemy. You already have the dodge roll, so you might as well lean into some soulslike  gameplay. Then, if the player aims, they could throw the daggers instead. I think LMB without aiming could make a nice secondary input in general. 

I like what you have so far. The visual style is already very strong, and I think once the combat is fleshed out and the melee weapons have a more defined niche, it'll come together nicely.