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(2 edits) (+1)

A very well-rounded package! I think if I had the chance I would've changed three things:

  1. Make non-boss enemies less tanky (even at the cost of repeating some of the lower rank enemies in the name of length)
  2. Introduce some breaks perhaps with a map screen or end of round summary to give a better sense of progress to the player
  3. Either add something to disincentivise spamming attack constantly, or make it automatic

Other than that maybe a minor qualm is that the graphics are a bit noisy/unclear for this resolution — but I still think they look high quality so it's more of a polish thing. I think simplifying or darkening the background a bit would really help the characters stand out more.

Sound and music were fantastic.

Well done overall!

(+1)

We have built the levels so that each enemy would feel like a boss, but since they don't have distinct dodge mechanics but one, your first suggestion fits better to this phase of the game!

I think we can add a line with milestones on it where the head of the player character goes between as they defeat monsters, to represent how many monsters are left in the area. That is a nice suggestion, thank you!

We plan to add character-specific skills and "rage" mechanics which we think will eliminate the monotony of the attack sequence for the player. Unfortunately, we did not have the chance to implement them during the jam.

I appreciate the feedback you have given since it struck certain ideas in my head, thank you a lot for playing the game and taking your time to give feedback about it!