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(+1)

Forced fullscreen wasn't that fun. The spider boss was just needlessly difficult. If you are on the right side of the screen, you can attack backwards, but have no time to react to the pillars.

You can end up hitting a pillar just due to bad luck if you are trying to kill the enemies or if you get an unexpected pillar popping up. Didn't see any way to break the pillars.

The platforming part was a bit of a pain after the pillar phase. Not much time to react to the fireballs jumping out of the pool.

You can only attack forward and can never attack/face backwards even if enemies are behind you. This was kind of annoying.

Felt like this game was designed for a gamepad, not a keyboard.

Other than that, it was smooth. I just think you should have ramped up the difficulty gradually, not spiked the difficulty.

Thanks for the feedback!

A lot of what you've said has already been addressed for the next version of the game so hopefully you'll be able to play it after the game jam and see what you think! :P

Especially when it comes to the difficulty, we've made many adjustments including changing more unfair attacks or removing them completely to ensure that the game is more fun and accessible. The big lesson I've learnt is that if it's a challenge for the one making it it's going to be nearly impossible for those playing it. XD

(+1)

In general, think of it this way: Because you are the dev and know all the mechanics and secrets, unless you have no idea how to play games beyond a casual level, you are automatically going to do better than the vast majority of your players. You might get a small percent that are better than you. In general, you want to slowly train the players so that they can adjust.

Think of it like how rhythm games usually work. You have different difficulty levels. For most players, they'll start at beginner on the easier songs, then slowly as they get used to the game, they'll work on harder songs and they'll try harder modes of the easier songs. With practice, they will eventually be able to (as long as their physical state allows) do the hardest modes on the hardest songs.

You can use that here as well. Have your bosses slowly ramp up and have different difficulty levels. For example, story mode, every enemy might be 'normal' difficulty. If the player fails a level enough times, it might even offer an 'easy' difficulty. When you beat the game, it might unlock the harder difficulties, but you can also have the harder difficulties in a boss rush mode, arcade mode, etc. On harder difficulties, the bosses might have additional movesets that are harder to deal with, there may be additional mechanics that the player has to learn, etc.