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(+1)

Nice use of the theme! Good job on having different mechanics to the fight. I enjoyed experiencing the story, nice build up!

Some notes:

  • I could go through the purple walls after being stuck a little bit in them. That wall mechanic is a good concept but there doesn't seem to be any downside to getting hit right now.
  • Not sure what the cauldron is for. Hitting hit produces the same sound as for enemies.
  • I like how you can't seem to be able to die to experience the whole story. But a losing health mechanic, hp bars, healing options would have added to the intensity of the fight.
  • The throwing mechanic is bit clunky to hit the witch right now but it's a nice addition.
(+1)

Thx dude! The purple walls where the bane of the project. I spent so much time failing to fix this collision glitch, that the cauldron was the first of many victims… In 4th phase, the witch would keep in the air and the cauldron should be destroyed to prevent skeletons to spawn. But, thanks to the purple wall, i couldn’t polish the throw mechanic and, because of that, the witch only flys a little bit and the cauldron lost his function… A true domino effect.

I had planned a health bar to the witch too, and sometimes it would shown the balarina picture. But that was yet another victim…

For the main player, the lack of health was one of starting points, since the witch just wanted him to go away. But, after some great feedback, i think i could do something better with a gameplay mechanic.

Having had to cut a lot of scope in our game too, I totally understand! Keep at it!