Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Like I mentioned in the thread im not too familiar with zeldalikes, but here are my thoughts.

First, I am probably just a dumbass, but I almost got filtered out by the starting menu. I figured out you move the hat to select the game start. But I though I had to move to the statue and hit a button to accept the option. Not sure how I finally clued in that I just keep moving passed the statue, probably just got lucky lol.

I think the card tutorial and tutorial with the owels did a good enough job to help me figure out what is going on. I was a bit confused why C didnt do anything. Once I got my first item it became obvious how it worked. I managed to get to the end of the demo. Got the sword, and then the spooky ghost told me the demo is over.

It feels like outside the dungeons there are sometimes just a pointlessly large amount of enemies on the map. It also feels like there is usually no reason to fight them and its better to just walk around them to get where I want to go. I noticed that the amount and locations spawned seems to be random. Maybe have a game design reason to want the amount spawning to vary but I would think about limit the variance of how many enemies spawn. Having the locations be random is fine, and even good however.

I feel like the player/door hitbox is a bit tight.  Like in the pic below, the player is colliding with the wall, but  I feel like I should be able to just keep walking into the door. 



The spell book  and items system is neat. I do wonder how you plan to handle adding more items and spells in the future though? Seems like you restricted yourself to having the 4 sets, at least with the current control setup.


Overall game seems well polished though. Again  not really a zeldalikes kind of gamer, so take my opinions with an extra grain of salt. Seems like a game with potential though, hope to see you continue to progress on it in the future!

(+1)

I actually planned to put more of an indicator to starting screen and some more stuff like the slightly moving the player on tight spaces like that door but last two months were a bit of a no time left for the gamedev. Also I thought it was same with the last demo day so people would know from the streams maybe, but definitely will change it because you’re not the only one who said that about the door and starting menu.

With the tutorials I want people to start knowing enough and then hopefully  it should be seamless to navigate around items and spells. Overworld monsters usually don’t have a point rather than being a nuisance right now, unlike dungeon ones where the doors are locked until you clean the room, and there’s a spawning maximum amount but it’s not balanced at all right now although I could reduce the numbers in future demoday. 

With the spells and items the same page ones will be able to combine with upgrades, so you can dash through the star spell or burn the acorn and it’ll have another thing after that combination. Similarly with summoning circle you’ll recruit  some creatures and more circles will appear for you to summon them, and the crystal item will do different things depending on active familiar so it’s like 4 more items on its own except works limited time with the active summons. Hopefully I’ll show that the next demoday and thank you for playing through the end, your opinions were very helpful weather you like zelda or not, and hope it was fun enough to go through both bosses.