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I think if you guys had more time the concept could have been a little better actualized. I liked the character, and I'm a sucker for 8 directional movement sprites, but you had a lot of conflicting resolutions and art styles. The game also overall felt... directionless? I'm not sure if thats the proper word, but I was basically just mashing different crafting recipes until something worked and then trying to figure out what I was supposed to do. There was little incentive to stop moving, so I just held down a movement key constantly and wasn't punished for it.


It has potential if you were to continue to work on this game after the jam. I would start with adding more incentive to stop moving, such as you can't craft while you are moving or add enemies, that way you aren't just holding down the D key the whole time. After that, I would try to change the sprites so that they are all within the same resolution and don't have a lot of contrast in the amount of detail. Then you should fix the hitboxes, so that the trees hit box is only at the bottom so you can walk behind it. Same thing with the rocks. You can give off the illusion of depth by comparing the players Y coordinate to the other objects y coordinates and bringing it either forward or backward based on if the y is less than or greater than the other object. I'm not sure how you would do this in unity, but in gamemaker we would just put depth = -y; in each objects code.