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Would suggest a mechnics/controls change. Instead of choosing the (out of context) next action via the top/right bottoms, better highlight the area per default after each step (without pressing additional buttons). This would make playing the game so much more straight foreward.

Players then can easily see where they can go and if they can attack any of the enemies.

It's almost everything already there, only a different kind of highlighting for attack tiles would need to be added.


(1 edit) (+1)

Thanks for the feedback, but there are a lot more features that i will be adding to my game like different attacks as well as abilities which require efficient utilization of its effects, also there will be multiple characters. all of this means that a simple choice between either attack of move is not going to be enough to cover this feature set. you can see some examples of these features in the last 3 levels where you control multiple characters as well as have a special axe attack that can hit multiple enemies at once. 

that being said a detailed tile pallet that tells the player where they can move/attack and where they cant is something i will be adding to the game soon once i am done figuring out how i want special attacks like swap places, knockback, stun to behave in my game.

i really appreciate the detailed feedback with the images. it will really help me as a reference when i am making the custom tileset for letting the player know which tiles are valid and invalid along with what is going to happen on those tiles.