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(+1)

For a quick weekend project, this is pretty good.

I played the web version, I'm not sure what version this corresponds to.

The art is definitely what stands out here. It's very nice retro pixel art that I could see coming from a SNES or Genesis game. The title card/key art is a different style, and it too is very nice. There's a surprising quantity of it, with detailed backgrounds and a decent variety of enemies, too.

The audio is whatever, but you've got to limit scope somewhere.

The gameplay, on the other hand, is really rough. It feels... stuttery, I think is the best way of describing it. I don't think this is a performance issue but just how the game is designed. I think this is because your attack leaves you locked in place for what feels like an eternity, and some attacks can stunlock you, too. Meanwhile, the enemies can pound on you. It doesn't feel fluid and it doesn't feel fun.

I didn't find the dash all that useful, but it is something I'd expect to be pretty situational.

I think one thing that's missing is an incentive to actually stand and fight versus just rushing past enemies as much as possible. A lot of beat 'em ups forced you to clear a section before moving on, if I recall, and something like that might work here.

I'm a sucker for narrative, and this game doesn't scratch that itch, but I don't think it was supposed to, so I won't hold that against it.

Thanks a lot for the feedback! I'm seriously thinking about putting these stops on the screen for combat, which will require a better balance of combat. As for the game's story, I'm writing the base that will be used in a comic book as well, so I'll apply the cutscenes when it's ready.

As I'm a graphic artist, this point ends up standing out from the others, but I'll try to work better on the rest. Thanks again!