Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I've tried your game until level 3 and opened 1 chest. I saw the 2nd chest but could not find 2nd key after roaming around the maze so I stopped. Although I might not be your targeted audience, I still noted a couple of observations below, which I hope could be helpful:

  • as I moved and pushed the camera, the view jumped exactly 1 tile in that direction. Although I know you are trying to keep the feel of old games, visually it made me slightly dizzied after a while
  • feel redundant to have HP/XP numbers and green/blue bars at 2 different places, showing the same info
  • could not tell the difference between the enemy types (white eyes and yellow eyes). I guess later enemies are simply stronger, but couldn't feel the difference by looking at hp bar drops
  • once I found the 1st chest, as I was finding my way to it sometimes the chest just disappeared and later reappeared. Not sure if this is intended behavior.
  • When I get my first key, I noticed its icon at bottom right. That's when I saw the sickle icons which I assume to be attacks but couldn't find a way to use it

Hope you could also give my game a try and share your feedback :) It's a re-imagining of the classic Tetris blocks as part of a turn-based combat system. Jam page

Thank you so much! I’m really happy you played my game and gave me this feedback!

  • The chests and keys are intentionally invisible until you get close. I’ve thought about making discovered chests stay visible, or showing their direction, but since chests aren’t the main objective, I made them a little mean. :)
  • The “sickle” is actually a shovel! You can use it to make holes in walls.

I’m also still struggling with how “unfriendly” an old-school game should be. Modern players might move on if they don’t get some fun in 10 seconds. It’s difficult!

Thanks again, and let’s both keep making games!
(+1)

The issue I had with the chest was it already became visible to me, but then became invisible later as I followed the path to it. My guess is you placed a tile radius check, but I would suggest to turn it off once the player has discovered by being close enough to it.

In my opinion, it was not just "dopamine rush" and getting "fun" within 10 seconds, but the game currently doesnt have any clear objective for players to work towards. For example, a maze can have an exit but for some reason is locked at the beginning. Then players will be curious of how to get the door to open then will naturally start roaming around the maze.