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First of all, thank you for the detailed comment.
It is really appreciated.

I am very happy that the learning curve was not frustrating, of course. Once you're experienced enough, the whole game is playable in about ten minutes: but this assumes that players also find the experience itself somehow rewarding.

To be honest, my original idea was to make this pretty long game divided into four chapters. After working for five months on the first one I decided that, well, maybe as a first project was a bit too ambitious.
This might explains, even if it does not justify, why the endings feel so hasty and unexpected.
I can work on it, I guess.

About your criticism:

1) Can't argue with that. Again, the idea was to keep the animations to a minimum (two frames for walking, no specific animation when the player heals up, and so on), but I agree that it can be ambiguous in this case.
I’ll try to come up with something.

2) Hints for defeating the giant can be found talking with the hunter, although pretty vague ("I've hit it right! But the bullet bounced off its belly skin."); and mostly speaking with the priest ("Look into its eyes! They're so sad, so fragile!") or reading his notes ("Without me by its side, this unlucky creature would be weak and lost.").
However I acknowledge that those informations are unclear, especially because (I didn't think of it!) they can wrongly suggest that the player has to pacify the giant.
Definitely, I have to leave some more direct clues!

Thanks a lot, and expect some improvements soon. :)