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Thank you for your feedback! Lets me answer your points:

1: limited ammunition
Do you know there's some shining spots on the tree? there's some hidden fruit. it heal your mana [more ammo]
And there's planned shops and passive skills. Enemys will drop good stuffs!
 
-2: Too many enemies  and not a good way to deal with them
The Golden Orb is powerful but rare it must be used wisely, a easy way to kill the Undead Fairy is just selecting the golden orb and right click. she die with 3x Golden Orbs, the exactly same amount that you throw. And she is the hardest enemy until now. Try to use melee atack with zombie and snake. the non-flying enemys was just planned to be annoying than real challenge.

-3:The boss
- Stone do 7x times more damage than Purple Orbs at her upper armor locker, it's the best thing to break her locker!
- Purple Orbs do low damage at armor.
- Golden Orbs and stones hitting her skin make her get angry! avoid it!

Upper BAR -> LOVE: It fills rising her pleasure, to win the battle your must throw a purple orb at her puzzle, it must be the LAST hit when this bar is full!
Lower BAR -> RAGE: Try to keep it low, Higher Rage means her use strong attacks and attack more often!

NOTE:
The game needs a tutorial map for when you starting playing, you know how things works and everything will be easier. This was already planned, but I decided to release without it. haha ha

Late to the party (very) but commenting none the less. If the project is not dead and you wish to continue it, you'll have to listen to some of those comments because the difficulty is still stupidly high. Although I never ran out of purple orbs during the boss, it doesn't make it anymore doable fro a few reason:

1- She spends her time throwing an insane amount of crap and I lost my character in them more than once. If I had wanted to play touhou, I wouldn't be here.

2- Said amount of crap makes it that they aren't any  pauses or window for the player to attack. And even if you can technicly shoot through her attacks, when you have to have the aim of a CS:GO player to hit anything without inraging her, it just doesn't cut it. A potential rework for the attacks, would be to make her like a shantea boss, with moving plateforms allowing the player to move more freely and times were she won't be attacking at all. The rythm would become clearer, with a phase were you focus on dodging and one were you deal damage.

3- Health. Biggest weakness of the game. Because even if I never ran out of orbs, I always got killed before beating her (and I got very close to it). You want to have only a few hit points, fine, but with no way for the player to replenish their health(and don't even mention the 2 pathetic mushrooms, they make zero difference).

A game that doesn't allow mistakes and forces you to replay it everytime you fail is nowhere near the definition of fun.


That was my potentially uselless review, filled to the brim with salt. This game has potential and it's very frustrating to see it so poorly executed. If you do continue the project, you can count on my support, but you'll have to fix your game's flaw if you want it to live, because no new player is going to play something so taxing for no reason.