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(+1)

Just an idea.. reading your theme explanation (which I liked a lot) you could've called your game "Safe Space" hahaha

I've played PC v3, hope that's the official Jam version. I liked it a lot! The way you designed the levels and the gameplay overall.... it's kind of too hard for me, but it was well done. I suppose you used Mixamo for the characters? Nothing wrong with that, by the way, just trying to figure it out, I love Mixamo... it makes our lives much more easier. You've put a lot of effort in designing quite a number of spells, the effects are great too... the only critique that I feel necessary to make is for the UI, specially on start screen, I believe you could done a lot better, but I also know why you didn't... the lack of time really makes us have to ignore a lot of stuff to make it happen. My advice for you in the next jams: don't let the Start screen for the last minute, work it out like any other important mechanic, because the first impression someone get from your game is as important as any other part of it.

Anyway, congrats on your submission, really great. Hope to see more from you :)

(+2)

Appreciate the feedback! One idea for a name I had, was "The Space Between Us". But didn't end up keeping it. Feedback is important. Being too difficult is a problem I often face when making a game, for I play it so much I become a pro, while others are new. Always eager to hear people's take on the difficulty so I can make adjustments. Everything can be adjusted very easily. If the enemies are too hard, they can be dumbed down. Too many, they can be removed. Unfortunately, I didn't get the game out early enough for a trial to get some much needed feedback, but alas, such is the burden I bare  for going all out on mechanics.

There is one thing i'll disagree with you on, however. Menu screen. I've made a collection of games, some focusing entirely on menu/ui, some having absolutely none. I've found no difference in the way I felt about either. If my game is to be judged on a menu screen over gameplay, it's a review i'd gladly disregard :). Don't get me wrong, I love the effort people put into their art and UI and that stuff, and I can definitely appreciate a good menu, but i'm a programmer. None of that is important to me :)

(+1)

I understand your point of view, and don't get me wrong, I'll not judge your game on a menu screen over gameplay, on the contrary. I just felt like it could be the cherry on the top of your cake. Causing a good first impression in our players is important... there's a dev that I follow on social media and once he said something very wise that I try to carry with me in every game: "Your game is as good as it's worst part". This doesn't mean that you game is bad just because of bad UI, specially if it's being evaluated by other devs that understands how hard it is to have to make ALL the game, even if we're more focused in other things, like programming over art (or the opposite). A couple years ago, I didn't know programming at all, I was able to do some art, some modelling, UI, etc, but I couldn't program... I could use assets and code from other devs, but couldn't make my own, so I learned programming and now I'm able to code my own games from scratch. That's why I'm telling you, learning a bit of what you don't know yet can make wonders for your games in the future, if your "weakness" is art, or UI, or anything else, take some time to learn about it and improve your skills, it'll be great for you :)