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That was really neat. The artstyle is very charming and the gameplay is fun. The moveset flows really well despite being essentially just attack and glide for most of it.

I don't really have any real complaints about it, aside from nitpicks like, I wish the player char had a bit more of knockback when getting damage, and I also missed some kind of telegraph for when the knight guys are gonna stop charging, because I got hit a lot of times due to them just stopping suddenly (Allowing me to headbounce enemies would've both fix that issue and would've also felt just awesome too, combined with gliding and such)

And I guess that's it. The game is very competent, but also still pretty simple so I can't really think on anything more to say tbh. I recorded my playthrought but nothing super interesting happened on it so I don't think it's worth posting here, but if you wanna see it anyway I could send it if you ask.

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Yeah, I kept things very short and simple since I'm still a beginner and I wanted to make sure I didn't overscope. A telegraph for the knight stopping their charge wouldve been good and I feel a little dumb now for not thinking of it... oh well. I would actually like to see your playthrough, I haven't gotten to see any playthroughs of the game yet so I think it'd be very helpful even if nothing seemed to stand out in it.

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There you go then

(The game doesn't have fullscreen so I tried making an improvised one on OBS, but it stayed with those purple borders from the web page lol, altought honestly, I think they look pretty good actually)
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Yeah, the fullscreen wasn't working on the web version so I ended up just disabling it... the downloadable one does have fullscreen, though. I see what you mean about the knights now, I think the bigger issue was that I didn't really make it clear that the rusty knights weren't designed to be faced head on and were meant to be snuck around... it looks like you figured that out for the tower area at least but that first fight with one was definitely rough. Maybe I should have made them immune to damage entirely?

 That one collision bug ~15 minutes in is pretty odd,  I had something like that happen once but I thought I'd fixed it. It seemed like it happened because of how fast you were falling so maybe adding a terminal velocity would help.

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to be really honest, I just really wanted to kill that first rusty knight by sheer stubborness, because I did know I could just sneak past him x3

But yeah, if you want to avoid players like me doing stupid stuff, you should have made him immune, altought honestly, this would take some fun out of him really. I didn't feel like that fight was rought at all (aside from the surprise brakes), I was legit just messing around for the sake of messing around

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Ah... well that's good to hear, I'm glad I designed him the way I did then