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(+1)

Wow, amazing game! 

You really went and made a whole rpg game with lots of dialogue, a level up system, and items! The combat was really engaging with the real-time elements, and everything was excellently conveyed to the player.  I really liked the Mega-man esque game structure where you could go to any stage in any order and could even challenge the end boss if you wanted to. I also really appreciate the ability to turn off random encounters!

The issue with the game I had is that it is quite easy to just dodge every attack and get crits every time, so it takes some of the difficulty out of it. I'd suggest making the timing for those things a tad tighter. Also, I wish the health was shown in numbers and not percentages, because it felt like I was just randomly targeting enemies at some points since i didn't know how much health they had.

Also you can just walk through the gate and go out of bounds in the boots level.

Overall, great game! Just replace the placeholder assets and make the UI a bit more attractive and you got a really cool game on your hands!

Thanks for the feedback! I'll fix the gate in the boots level for the post-jam build. The dodge and attack system is interesting, I've had some people say it's too easy and others that it's to hard. I'll be taking a look into it. Also, the item 'the belt of truth' does change all of the health percentages to numbers. I think I may include a description for what all items do to help people pick which one to go after for the future. Thanks for all the great feedback!

(+1)

I'm of the mind that a mechanic as powerful as taking no damage on every attack should be something very difficult and not necessarily possible for every player to do. If getting the Dodge perfectly only reduced the damage, the system would be perfectly fine as is. But (what I think is, I haven't tested) an all-or-nothing system makes it so that the combat has no danger for a player who has good timing and is too punishing for a player who doesn't. Maybe it can be fixed by pushing those minimum and maximum damage values closer together.


I didn't get the belt of truth in my playthrough! I want to go back and play this game more in-depth, now j know there is a cool item to look forward to! I think if the health number is an item then the current system you have is fine

Thanks for the suggestion, I can play around with that some. Right now it's not an all-or-nothing system. Every dodge reduces damage by a set amount and every attack increases damage by a set amount. So it you dodge twice and miss 1 then you'll take 3 damage instead of 9. It you attack twice and miss one, then you deal 6 damage instead of 9. I tried to make it harder as the game goes on by shrinking the targets and adding more of them, I may have overcorrected and made the beginning way to easy though. Let me know what you think if you get around to a second playthrough!

Not sure if you saw my other reply, but I did get around to a second playthrough (or rather continuing the first), and I think the difficulty is scaled pretty well! It is fine if it is easy in the beginning, it's introducing the mechanics to the player. Honestly I think the difficulty is perfect as-is. That was my bad for judging a game before I had played through the whole thing

Don't worry about it! I don't expect everyone who plays the game to finish it or play through the entire thing as it is a game jam. Thanks for giving it a second play!

So I decided to come back and play some more levels, and I think the game is plenty difficult, I just wasn't going to the right places to find the difficult enemies!