Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Absolutely great game feel. Some riders were much stronger than others *cough*get gnomed*cough* but it didn't matter because all of them were fun to play with (Though two swords seemed a little inconsistent regarding when I was allowed to attack). The sound design was very satisfying.The writing was succinct yet very amusing, enough for me to replay multiple times just to hear all of their evil wizard lines. The music was perfect- catchy, action-packed, uplifting.  Highlights to how satisfying the fanfare and slowdown for defeating the final boss is. Some nitpicks that if fixed would make this game absolutely perfect to me, from most to least important:

1. I was struggling to fire projectiles diagonally. At first I thought that the aim indicator was lagging behind my movement. Then I thought that it was purposely resetting to a cardinal direction when i wasn't moving. But I'm reasonably confident that the issue is that the aim changer is TOO sensitive. If I want to stop moving and shoot to the top right, I'm required to let go of the up and right keys at EXACTLY the same time. If I release up just a LITTLE too early, my aim gets shifted from top-right to just right. This definitely prevented me from landing shots while trying to kite far too often. Some form of buffer would make this feel so much better.

2. As mentioned earlier, Two-Swords seemed a little odd. Sometimes I could attack almost as fast as i could press the button and sometimes it seemed like it slowed down. Not sure why that occurs.

3. I wish the wizard's projectile would not be stopped by jumpable walls while jumping or would spawn from the aim indicator's location. It's not like the level design really made this necessary, but I still couldn't help but feel a bit disappointed when I burst into a castle and my first few shots got stuck in the window. I want to leap over the walls and start blasting, goshdarnit!

4. Just a QOL request but it would be nice to be able to hold down the fire button to autofire. Especially with the low fire rate chickens and gnomes. Failing that, some sort of visual indicator of when I'm allowed to fire again would be nice too.

Excellent work! I think you could easily expand on this with more levels, character swapping while having mechanics requiring specific characters, maybe a roguelike system to make use of the multiple characters, there are many ideas you could use and any would be good as long as you retained this core gamefeel!

This is really amazing feedback, thank you so much for writing such detailed thoughts. I'm really flattered that you played the game enough times to see all the dialogue! I had a lot of fun writing, animating, and generally trying to capture a silly upbeat feel so I'm glad it translated in the final product.

As far as your specific points:

(1) This is a really great point that I had not considered at all. I was a little unhappy with how the wizard controlled generally (using arrow keys felt clunky compared with a more "twin stick" or mouse and keyboard approach) and tried to keep it as simple as possible. I think your suggestions here are spot on and would give you more flexibility while playing him.

(2) His attacks are supposed to be on a (short) timer but I kinda got that sense too that something was up while testing. I'll take another look. 

(3) Hahaha, point taken. I will consider these suggestions for maximum cinematic combat : )

(4) Also great suggestions. Visual indicator for attack cooldowns specifically was on my list of improvements and I was starting to burn out so I left it out. Definitely something I will add in the next update! 

Again, I really appreciate the detailed feedback and constructive criticism. I think there's still some fun to be had (a rogue-like with some progression elements for the riders / horse would be super cool), so I may keep working on this. Thanks again!!