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Swords & Shadows

Top down hack n' slash inspired by Zelda and Diablo. · By 8-Bit Ape

Game Feedback

A topic by Aztekka created May 22, 2017 Views: 410 Replies: 2
Viewing posts 1 to 3

I'm quite fond of Swords & Shadows. Zelda and Torchlight are great choices for inspiration of your game. To me, the dungeons felt like dungeons in RuneScape. I believe Swords & Shadows has potential to be an excellent game. I also believe, if the developer wanted to, his work on this could branch out to become larger scale games, like an mmorpg (That'd be exciting, especially with the cel-shaded art style and the procedural dungeon generation.

I'd like to point out some things that could use some work:

1) Not too sure about this, but something feels weird about the movement, almost as if walking left and right is faster than walking forward.

2) Skeletons have multiple attacks, but players only have one? I'd like to see more attack styles, or maybe a dash feature which can go forward or backwards.

3) I'd love to see more structures, maybe different traps besides the ambushes. Maybe something like poison darts (affect your HP over time, 3-9 seconds), or falling stalactites.

4) Players can easily walk in a door hit a nearby chest, go back hit a different chest, and repeat the process for infinite generation of gems, perhaps you can fix this by adding a cave-in on the door after just going through it.

5) Timers: Everyone hates them, so why have them? Perhaps you can make it so upon chance of entering a room, the room becomes unstable and has a 30-60 second timer, before the cave will collapse. I'm just throwing out ideas, I'm not trying to control your game, you have to choose what your game is going to be.


Again, I think Swords & Shadows has a lot of potential, I love Zelda and I really like the concept of Swords & Shadows, so I must tell you to continue working on this game.

Developer

Hi! Thanks for the excellent feedback!

1) It might be something to do with the orthographic camera making it feel like that? I can assure you that movement is the same speed on all axes!

2) The player has access to all the same moves as the Skeleton. You can roll with A / Space, and when locked on to an enemy you jump by pressing A / Space and a direction. Jumping backwards does a backflip, sideways a dodge jump, and forwards does the jump attack. Here's a video showing the different moves! 

3) I would love to put more traps in the game. I'm just working on the first boss battle, so when that is done, I'll think about more traps. I like your suggestions!

4) In the full game the room state will be saved so you won't be able to loot the same chest twice

5) Hehe, the timer won't be in the full game! I took the game to a game fest and needed to control how long people played the game, as the dungeon goes on forever (literally). I am thinking about changing this so that when you die it's game over and you don't respawn. Then you can have a screen with a bunch of stats and stuff. This is only temporary until more of the game is complete. What do you think of the endless dungeon idea for the time being?

Thanks so much for all the feedback, it's really great!

Thanks for the reply, I guess I hadn't payed enough attention to the controls. I definitely think the endless dungeon style feels really good. Long ago I wanted to attempt at making a mod for Minecraft that generated endless dungeons, much like yours, but never got around to doing it. However, if you do make it so when you die, it's game over, then you'll probably want to create a highscores feature once the finished product is released. This is to give people a reason to keep playing your game. Keep up the good work, I really hope to see you & your game progress. If I'm not broke when you decide to create a Kickstarter, I'll definitely donate.