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What were your favorite moments of the game?

The variance in levels; I feel like you could have had a decent game with just the magician and enemies in a default layout, but there’s so much more to it; ladder mechanics, dark levels and sound, vision cones, switches, even tunnels. There’s enough variety that this is actually really fun.

Where do you see room for improvement?

This is super minor, but it’s partially because it’s so minor that I’m bringing it up: an icon! For the level of polish the rest of the game has, the lack of one was really striking. I feel like it makes the game just feel so much more finished; I think you should try to prioritize putting in an icon (even a placeholder) relatively early, just so you’re not left without one at the end.

I think the other big thing is that the knife is too strong / the purple ball is too weak. It gets a bit harder on the dark level, but in the beginning there’s not really a reason to use the ball--you can just run around slicing everyone up. I think the restriction on where you can throw the ball really hurts it--you have to be on the ground (I think?), and can only throw it straight left/right. Maybe just letting you throw it in any direction, or having it bounce and hit multiple enemies (but a longer cooldown?) might give it more utility.

When did you stop playing and why?

On the dark level, I hit esc to give write some notes for the feedback and accidentally closed the game.

What was confusing or intuitive about the interface or controls?

This was brought up when you guys demoed it in class, but I think the UI for the ability cooldown looks too much like buttons--when I played this the first time, I kept trying to click on those to activate the abilities. 

Beyond that, I think it works well. I like how accessible you guys made ladders, it all feels really smooth to control.

What was confusing or intuitive about the game mechanics?

I was confused about whether to press the “buttons” on the UI rather than just use the mouse for the attacks at first, but otherwise I feel like it all works really well.

What was frustrating or imaginative about the visual art, or sound design?

The song is a little bit repetitive after a while, but it’s not too bad really. 

I liked the footsteps, and how they varied in sound. The animations and sprites were also all really nice and clear, it made it really painless to navigate and look around the levels.

Do you have any other feedback that you would like the designer to hear?

I love how much you guys managed to pull off, especially in only a couple of weeks! This is a really cool game.

Thank you for the feedback Xander! Glad you enjoyed the game. The big UI cooldown "button" is because that we misjudged the screen resolution in the unity editor, and we def will fix that in the next update. We will also do a pause menu for the Escape key.