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(2 edits) (+1)

Nice work! If possible I would greatly appreciate a linux build, and I wouldn’t mind testing it for you.

I think this game is mechanically very satisfying. It reminds me a little bit of Overlord, which makes me kind of wish there was a Beacon spell that could force allies to target a specific enemy in the radius. I found the spells to be fairly well balanced, and once I realized even my fireballs weren’t exactly effective but saw the effectiveness of the revived wolves the whole game sort of clicked for me.

The controls are a little laggy because of webGL, but otherwise I think the interface is very intuitve. I didn’t have any issue targeting enemies, though mechanically I think the way enemies retreat to their original space when you escape their boundaries is a little too exploitable. It takes a while for the game to really up the danger level, which is good for learning but could leave a slow first impression.

The game mostly has a very clean aesthetic, but I think the terrain comes across as less stylized. In the future I think you would benefit a lot from having more cartoonish textures on the ground and using harder brushes to mark the path, in order to fit your low poly style. A polygonal normal mesh might also help push that low-poly aesthetic. Combined with the map design I did enjoy the slow shift from forests and outer walls to castle gates and fortresses, which felt very natural.

The main issue I had with the game other than WebGL performance is in the audio. Most of the sounds are good on their own and a few missing particles or sounds are understandable with the ten days, but in more chaotic situations the audio can start overlapping and distorting. I would recommend getting an audio mixer set up to resolve this.

Overall, good work!

(+1)

Thank you for playing and for the detailed feedback! :)

I will be making a linux build, would be happy if you can test it out.

For the WebGL, I have an audio mixer setup but for some reasons it doesn't have the same levels on the web version compared to pc. Since I didn't have enough time couldn't really polish that part, but I'll note it.

(+1)

That makes perfect sense, our game is missing all reverb and chorus effects on WebGL. Don’t even get me started on how it handles video playback. :’)

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Uploaded a Linux build, would appreciate you testing and giving feedback about  the version.

(1 edit)

There’s still some framerate fluctuation, which is to be expected with a gamejam. The input lag is entirely gone and it feels responsive. I didn’t notice anything out of the ordinary with this version of the game.

The audio distortion is still there; it’s specifically the Dark Resurrection ability. If you lower that sound slightly, I think the audio situation will be fine.