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(1 edit) (+1)

Thanks for the thorough feedback.

That's a decent point about the controls/platforming, I'll review the level design and character jumping mechanics/speed.  

Regarding combat I see what you mean.  I probably went overboard giving the characters 3 different attack types character. I think I'll simply it down to two Melee and Ranged/Magic and make them in a straight line rather than the current diamond pattern (currently Right --> clockwise , Left --> Anticlockwise but I can see why that'd be a bit confusing) .

I'm in the middle of re-doing the battle zone/square, in this demo it's a pre-set size but I'm changing the logic so it's a logical grid of squares sized 16x16(same for enemy attacks) and the top of the grid being slightly higher so that the player doesn't look like they can stand ontop of it.  So I can potentially have different sized Battle Zones or ones which can change in the middle of gameplay based on enemy attacks.

I agree enemies/bosses/balance has a lot of room for improvement. One of the things I've got planned is  enemy/boss behaviour/AI .  I'm planning on making a scripts to influence which attacks they have available/choose and how powerful their attack is (or letting a boss use 2 attacks in 1 turn) based on factors like how much HP they have left, number of turns in the battle, and how many other enemies are present. I think this will help make boss fights get more intense as you progress through a battle. 

But I also want to play with some more ideas with the battle zone, like the Robot that's in the middle. I was considering boss battles where the Zone is a lot bigger and you have to do certain things, press buttons, interact with things during the enemies attack. 

Dialogue and story I'll probably need to make snappier. Someone else on /vg/ said the scene with the other Reindeer should have only been 3 lines long, and in retrospective while it wasn't a wordy scene, a lot of the lines were basically just a different character saying the same thing.

Glad you enjoyed playing it, but also for a feedback. Those points regarding the platforming and the combat complexity are very good ones, I really didn't think about how accessible it was.