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(2 edits)

a decent game, I like how the opening animation starts, The sound design is really nice, The story? Idk wtf going on, but what do I know, I never play Shattered or any of your other games.

I didn't really bother to read every dialogue though sorry,

Now I'll say something about dialogue and menu UI, listen here no offense But it alone just makes the whole game looks impolish and not fit with the rest, I don't know if this is an intended style because I have seen you used them in other game too, It just feels out of place. Idk It felt like a default Unity panel, You should at least make some panel graphic or something that fits your ms paint art style.

Now to the gameplay, it's pretty fun, I really like the text to speech voice in the game, And the music.

The tutorial is a bit of an info dump but at least I can open them in battle.

The three ability is neat, although I usually used Wave ability because It would just end the battle almost instantly(except final boss).

I fail to see much use of Drain through since just leaving the battle for a short amount of time would heal you to full health anyway.

If you gonna add a healing ability that drains health from the enemy maybe makes the health system more punishing, something like how you couldn't regenerate at all, that would make the ability really rewarding. and maybe create a high-risk high reward situation.

the ending/story? no comment, idk the context. 

Conclusion : Well it's a fun short game,


P.S : the amount of time you mentioned "Shattered 2" in comment, discord is starting to ticks me off, but well, whatever can spread your game name I guess.

(+1)

Thanks for playing!

I should preface this by saying I've had a rough week and I'm pretty burned out tonight so some of this will probably come across as saltier than intended.

The story is only vaguely related to Shattered at this point- Shattered 2 proper will tie in a lot more. I can see why it comes across as disjointed here- it is, deliberately so, but I think it ended up a lot more confusing than it was intended. By the time I realized this it was too late to do anything about it. It's too bad, too, because I really liked the concept and a lot of it just doesn't come across.

Yeah, the UI theme is straight-up recycled from another project. To be honest I pretty much take my UI to where I think it's good enough and leave it- I don't have a lot of time to dev, I have to pick my battles carefully and I deemed it low priority for this project in particular. Future games will be better, but not dramatically better.

Tutorial is another thing where I just went with the fastest option possible. It's ungainly but it works.

The magic isn't balanced all that well, yeah. Wave is pretty OP, melee is pretty useless, drain was a lot more useful before regenerating health was added late in the process. I'm planning to tweak this in the future. Shattered 2 (yes, I'm bringing it up again, I'll get to that) will have progression and everything will probably be reweighted against that.

So... Shattered 2 comes up a lot because this is Shattered 2, from a certain point of view. They even share the same Git repository! This game was originally conceived as a pure mechanics demo for Shattered 2. It grew into more than that- I'd call it a full game and not a demo, albeit a short one. I was on the fence about participating in MGGJ3 because of time constraints, but by creating something that was going to lead into a project I already had planned (Shattered 2 was planned to be my big game of 2021, knock on wood) I was able to justify spending that time. Is it a cheese strategy? Yeah, probably, but honestly I'm too busy to not look for opportunities where I can.