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It's hard to describe this one. It feels unfinished in a way, but not the same way as some of the tech demo or stated WIP entries. It's complete in that everything is there, but none of the elements feel like they've been fully developed.

Even with the awkward ZQSD controls (sorry, but it's not realistic to expect people to change their keyboard layout here), I didn't have any trouble controlling the character. At the same time, though, while flying is fine, it's not all that exciting. I'd really have liked to have seen some barrel rolls or other tricks or something.

It's really hard to hit enemies, and often attacks don't seem to connect. I think there's a combination of things at play here. The attacks have very short reach and seem to have a limited hitbox to begin with, and it's very hard to judge where an attack is going to land before you execute it. On top of that, there might be issues with collision as well; sometimes I was sure an attack should have hit yet nothing seemed to happen. There's also not a lot of reaction to hits; enemies just kind of disappear. The same goes for getting hit; your healthbar goes down and that's about it, without any noticeable effect, indication of where damage is coming from, or even indication that you're taking damage.

At first I also didn't understand how attacks worked; the graphics look cool (though more on that later) but don't really indicate what each attack does in an obvious way.

Coming back to the flying, the relatively sedate pace and slow turning don't really work with the attacks. Because of their limited reach and hitbox, you have to get in very close and precise to hit enemies, and the movement just isn't conducive to that.

Destroying buildings is a lot of fun, with some really satisfying effects, but it doesn't seem like there's any point in doing it.

The graphics are hit and miss. The mixture of graphical styles works surprisingly well, and the use of a 2D sprite for the player character is quite charming. I really do wish there was more animation, though, especially when flying because the single frame looks really unnatural. That's probably my single biggest complaint about the graphics. The UI style is good, if a bit confusing, but some of the graphics don't seem to be scaling well and ended up blurry ingame. The world, well, I'm not generally a fan of the lowpoly style, but for what it is, it's done well.

The background music is surprisingly catchy, and has kind of a 90s feel to it. Apart from the aforementioned building destruction, the sound effects didn't really stand out, though they were plenty functional.

Weirdly, for better or for worse this feels the most "jam game" out of all the entries I've played so far. Take that as you will.

Despite being pretty glaringly flawed in its current state, I think this one is actually very close to being a really good game. Tightening up the flying and combat will do wonders for the gameplay, and adding a few more frames of animation would greatly improve the presentation. I'd also look into adding some functionality to switch between WASD and ZQSD controls, which shouldn't be too difficult (though I don't know much about Godot).

Thanks for your review. I'm glad that even with all its problems there was parts you found interesting. 

I do intend to polish this further, including the point you raised up. The combat and controls are in the highest priority, since a lot of peoples have mentioned it.