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It was very exciting to see some MoTM action in MZ! That artwork and action sequencing was really good. It was also cool using that radar mechanic for treasure. Voice acting was great as usual, and I thought the desert map was really nice. Cool UI info interspersed throughout. Below are some feedback points I hope can help!

For jam games I typically don't like random encounters. After 2-4 battles, I found myself running from all of them, which is not fun gameplay. It also creates a conflict between exploring for treasure and battling. If there were a few enemies crowded around treasure points, that creates some cool tension, and makes it less of a chore to walk around looking for stuff. I would have preferred a few scripted battles at map points, along with a nice amount of hidden treasures to find.

Action sequencing could use just a tiny bit of improvement, particularly in the impact of hits. Shield bash, for example, needs to feel like a solid hit. A little animation on the enemy, some knockback, small screen shake, all would make the hit more satisfying. 

I also was confused for a bit about the "weak" and "strong" popups. I feel like they were reversed in this game compared to other games, so I thought my attack was only doing 4 damage even though the enemy was "weak" to it.

Overall a beautiful entry. Had lots of fun despite the short journey.

Hi human!! As always, nice and detailed feedback. I  agree that on a jam, random encounters might not be the best but since it is  the main´s game prologue, we didnt want to have people confused with a total different battle encounter system.
But enemies lurking near treasure sounds an idea we could steal from you he he.  


We also agree on your second point, regarding action sequencing needing  some oompgh! We ran out of time so some details,  were not implemented, one of them was polishing the action sequencing. Teotl´s basic attack doesn't even have a sound ha. But yeah, that will be fixed on the future.

About the weak and strong impact, yes, in 99% of the games, when you sea the word WEAK, you assume the enemy was weak to the attack, in this case, it was in reverse, so weak, meant the impact was weak and did less damage. This will be fixed in the future were the color of the pop ups will change and no confusing word will pop.


Thanks again friend!!