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(+1)

I liked the ambiance and the core gameplay loop, but it ended too soon!

Burning things is always fun for me. I have always loved pyromancers in different genres of games. It was the same for the game and I enjoyed fighting against a monster with a flamethrower! I just wish the game was longer.

I liked how our character slow down while attacking, I think certain mechanics and enemy types could be built on that element. I also liked the simple attack pattern of the slug. However, it did not have readable anticipation frames so it required a great amount of attention to dodge it. I also liked how you included a well-fit ambiance sound effect!

Solid entry, I hope you build on the idea after the jam!

(+1)

Wow thanks for the detailed feedback

Yes the short length of the game is really a pity - I wanted to turn it into somewhat of a longer boss fight that started harmless…

Some clearer anticipation frames (I guess something like stretching back a bit before actually slinging towards the player) would have been nice - that’s a good idea :)

I originally intended that “wobbly-wobbly” after a hit to be some kind of a telegraph but seems it turned out too generic and visually unrelated to the attack…

Some good stuff to think about! Thanks again