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(+1)

This is a well made showcase of mechanics and style.  I really like the character, the animations and all the effects, especially the dash.  Everything was really clear and understandable which is a great start to a game, I had no problems figuring out how each control worked and how I needed to use it to continue.  UI was nice, especially displaying the interaction prompts above the player to inform when its possible (also that was a cool little alternate way to open doors by attacking).  The bloom might be a tad too high, just because at a glance it gives a perception of things being larger than they actually are, but that might just be my eyes lol.  Honestly the main thing is the attack didnt feel very satisfying to use compared to the dashing.  It wasnt punchy/animated and was kinda tiny & slow.  You definitely have a great foundation to start building levels, and lotsa potential to expand this, good work!  Oh there was one other tiny thing but when hitting continue on dialog that was still writing would skip to the next page immediately, I think it be nicer to instead reveal the rest of the current page, and only go to the next page if you hit continue while the entire text is visible.

(+1)

I agree, the bloom could be high, the only issue I had with that is some things would look nice with a larger bloom and some things look worse with it, and there really wasn't a middle ground I could come to, but I would try to go for it again and see what I can do. I also agree with you on the attack, I never was able to make an attack animation or even maximize the capabilities of the sword effects so I could definitely work on that to make it more captivating. I suppose it seems pretty obvious now but yeah that is how dialogue should work, it should be a quick fix which I agree with. Thank you for all the feedback, I appreciate it!