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Looks, sounds, and feels awesome (especially with a controller). I love the map variations and the attack animations. The swipe on the golem creatures is particularly crunchy—I got used to dying to them.  felt satisfying to occasionally prevail over one though, as does landing continuous swings on the smaller enemies and bouncing projectiles back at them. my avg score range is in the ~400s, highscore 840

You did a really elegant job with the visuals here. I think the use of solid distinct colors is plenty communicative and lends itself to the scarf-switching variety concept. I didn't parse exactly what each ability was doing or how they were fusing without reading your notes, but experimentation was fun, chaotically swapping things out while the scene runs in the background. the spawn bubbles showing up over the menu is a nice touch.

The limited palette reminds me of something made on PICO-8. Haxe seems really neat.
Excellent job on this!

(1 edit)

Thank you!

The limited palette reminds me of something made on PICO-8

Yes, I was inspired by games made on pico 8, but used NES palette

 my avg score range is in the ~400s, highscore 840
I didn't parse exactly what each ability was doing or how they were fusing without reading your notes

I think I should make some tutorial. In fact, it's not so difficult to get high score.

I was also inspired by dead cells(interesting fact: Dead Cells was written on Haxe too), where each enemy needs its own passage. As in Dead Cells, the enemies first swing before the attack, so that the player has time to react and get behind his back or reflect the projectile