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Alright lemme start. At the beginning it read a lot like a review, I think you're being a little benevolent on some things, stating the purpose of some decisions that were made, not necesserily how well these things were executed :) If you liked, then sweet. I laughed out loud when you mentioned the uppercutting goblin is a female, I never interpreted the art as such, so it was quite a surprise seeing that you did.

The boss is only half-done, and I didn't have much time to tweak it. In the future we'll likely reinforce the current direction, where he's mainly a tank and guard for the goblinkind goons. Thanks for the feedback and suggestions on that part.

Regarding dodge roll, I'm not a fan of any type of cooldowns, so if the roll was nerfed it'd need a little thought put into it. I don't want the knight to feel too sluggish either. Perhaps a consecutive roll could have a alternate animation which wouldn't cover as much distance, or perhaps we add sprinting mechanic which will cover more distance than roll. Perhaps it'll stay unchanged, it's not a high priority thing right now, as it works quite well as it is. I'm glad you like it as well :) You should like the marksman in the next demo too, as he is quite a bit more mobile than the knight.

Regarding the bugs:

The potion counter should be there, I do have it on my own machine. I'll see if I can repro on others. The quit button shouldn't be there in webGL version, my bad. Being able to save the knight is an easter egg, I don't think he has infinite HP, but yes, enemies aggro the player and not him, so he won't get hit very much usually. I'll double check that he loses the hp at some point later. I'm also aware of a lot of small quirks, most of them are in the backlog and will get fixed eventually, thanks for pointing them out!

Thanks for giving the game such a thorough try! Also you're the first person I'm aware of to find all 3 secrets :) Maybe I should hide them better next time? Thanks again for all the feedback <3 and have a nice day!

(2 edits) (+1)

Hi! thanks for being communicative and addressing the things I had to say. Can't wait for the marksman demo, pretty hyped!

Also an update on the "bugs" in case you needed more details. Apparently it only happens when the game is set to full-screen that: A. The potion counter disappears and B. The tutorial prompts don't show up written, but instead what shows up is only the slightly darker background tinge in order to make the prompts more readable.

[ I can provide video proof of this if it's needed or a log of my browser code, whatever helps! ]

So far this is true for itch.io only. I wanted to test it out for the Newgrounds version as well but as soon as I tried it, it made OpenGL completely inaccessible to me on both the itch.io and Newgrounds version, when it worked completely fine on the former previously.

[ I have tried another browser as well and it did not fix the problem. Also I tried restarting my system and it did not solve the problem of it not being able to launch on the newgrounds version, it did make it playable again on the itch.io version though ]

Screenshot: 

Itch.io

Newgrounds


Also the knight does lose HP, I tried it out, that was my bad.

Thanks again and have a good one!