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The Music and Sounddesign are pretty nice, the Titlescreen made me expect more from the Ingame Graphics, but I guess thats just because its a WIP. 

Dungeon generation is rather boring, I'd love to see more variety then 2 tile wide paths connecting square rooms.

When attacking, player should rotate into movement direction and stop movement for the attack animation imo, at the moment if you just spam attack fast enough you can strafe however you want while continously attacking into one direction during that. Game also becommes infinitely harder once you get hit for the first time and loose your master sword blaster, but thats not necessarily bad.

Saw an enemy spawn outside the walkable area and then walk into it once, probably a bug. Also you don't loose your laser completely when you pick up a few maxHP increases and loose some hp afterwards, don't know why.

If you rescale the Window to something lower then its starting size it doesn't scale properly and only shows part of the Viewport.

Needs some work, but could be a nice procedural dungeon runner zelda like thing in the future, good work for Enginedevving!

I'm curious, why are you shipping libwinpthread-1 with it? Why do your JSONs reference .aseprite files? do you convert your pngs. to those at runtime for your Animations or something? Are the odd numbers in your Tileset JSONs due to floating errors or something else?

Please consider naming it SonicBlade.exe or something instead of main.exe, its nothing major, and it obviously works fine as it is, but its bugging me way more then it should for some Reason.

(+1)

Thanks for taking the time to write this.

Yea, the dungeons don't have much variety.

The sword ranged attack comes out always at full health, and then has a probability of coming out that decreases until at 70% health, where it ceases to come out. 

The libwinpthread-1 was there because there was a Windows 11 related bug with nimraylib_now where stuff wasn't getting linked properly. I fixed it by compiling on a separate Windows 10 machine and probably just forgot to take out the lib. 

The spritesheet JSONs are generated by aseprite. I don't use the .aseprite portion, just the positions and animation data. The tileset JSONs are generated by Tiled which has an ID system which you use with the tilesize to calculate tile positions. I don't think it has any floating point errors or anything, although there are some mistakes in my mapgen for the digital area where the wrong tile is used for some corners and stuff.

This was just a project to learn Nim with, but I'll keep your criticism in mind for my next project!

Thanks for answering my Questions, good Job and good Luck on your devving!