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(1 edit) (+1)

๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€ this looks familiar indeed!

Great work! I like how you weave'd a theme / story to the 2d/3d mechanic (being an alien and being a human)

After a few failures, I realized I could just unequip my sword and run to the king and just beat him. I also got a better feel for how much range the sword had.

The knockback and effects when you hit an enemy also felt nice.

Some critiques:

  • I think that if the enemies telegraphed their moves a bit (had some sort of windup animation), it would allow me to better react to the situation. The way I beat the game was just by button mashing on the King because there was no way I could tell when an attack was going to happen.
  • I'm not the biggest fan of exposition and tutorials through dialogue. Let the game explain itself!
  • I wish there was a little bit more depth to the interaction between 2D and 3D worlds. I feel like being an alien and picking up items could be done from a first person perspective. (Seems like you found a more thematic reason to do 2d/3d switching while mine was more mechanics driven lol)
  • Not sure what the gems do


Overall, fantastic work, especially considering that its for a jam. Cheers!

Thanks for the feedback! I was planning on animating a preparation/windup animation for attacks, but I realised pretty late in development that I only had a few hours left to work and started scrapping ideas left and right. The gems were planned to be used as a currency at a human shop if you were disguised, but was also cut for the same reasons. During development I struggled to give the 2D perspective a real purpose, and interactions were the only feature I could think of that could be exclusive. Thanks again!