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(+1)
  • Use of Theme - 3
    • You didnt specify how you used the theme in your game but i assume it is something along the lines of recovering the statues? Which is not the best but also not the worst. 
  • Gameplay - 3
    • The game is quite clean with a few exceptions, i liked the variety of scenarios and obstacles it kept the game fresh and the player engaged. I tried to beat the game but i always got stuck because of the springs? (is that what you call them?) They don't seem to work? If i jump on one i just become frozen mid jump animation and can't jump, only walk. Another thing i noticed is that if you kill an enemy who is really close to you they still damage you after they die. Also i think the reset after you die takes waaaay too long.
  • Creativity - 3
    • Like i said above i appreciated the variety in scenarios and obstacles and enemies which demonstrates creativity. But i think you left too much for the player to deduct? Why is it called Element? because you have to retrieve all the elemental statues? But then why are they all the same color? Is the name elusive to the different areas? What is the objective? What is the players motive to be fighting monsters and collecting statues? I think a simple dialog feature could explain a lot of these questions and make the game even more engaging.
  • Art - 5
    • I really enjoyed the aspect of the game, it very much emulates the 8bit aestethic you were going for.
  • Sound - 4
    • I think the sound also emulates the 8bit game era very well. So congratulations on that part. I just wish the bgm transtition was more seamless.
(+1)

Thanks for the feedback! I tell you, the game tries to recover the 5 elements (of different colors, although only 1 color appears on the HUD ...), each screen has its own element (this time it is of different colors). Try to be a kind of maze that you have to go through in order to find all of them and then look for the exit. The springs are not working quite right, I have remapped some screens in a new version that I will upload at the end of the JAM. I'll go over the issue of the enemy damaging you once you've killed him. Regarding the subject of giving a little more history to the game, I leave it for a DX version that I have in mind, similar in terms of the objective (recovering items or treasures in a cave full of enemies), but more expanded and with new mechanics ( a bigger game in all respects), Element Conquest was still something of a learning prototype. I take note of all these comments, because they are very good references for my next games.