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It's an interesting concept let down by the general unresponsiveness of the combat. It's buggy as heck, but the biggest problem is that stuff doesn't seem to happen when you actually press the button. Jumps are floaty, but more to the point, even in projectile shooter mode I'd be clicking away and only like 1 in 4 clicks would result in an attack, or even in the attack animation restarting properly. The two goddamn bats on the second level turned into my worst nightmare because their projectiles were near unavoidable given the floaty jump and they tanked an unbelievable amount of magic shots for a couple of bats. I do like the transformation idea but the first and foremost rule of almost any action game is that it has to feel responsive to player input, and this doesn't.

Thanks for the feedback! I think you misunderstood the concept of 'attacking' in this game because it's supposed to be hold left click to combo and after end of an attack (either stop left click in the middle of combo or end of the third attack) there is 1~ sec delay before you can attack again. I don't know if maybe because there is no indicator about that delay or maybe that concept is no good for this type of game, But we will keep that in mind for our future work if that concept need to be removed or adjusted.
And about enemies, yeah they're far from balanced like i said in another post, and mostly that bats, if you don't have your ranged and the combos (3 attack), then it's RIP.
Thanks again for playing and the feedback!