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Nice little demo with lots of potential, some feedback below. Please don't take any of it negatively, it's just suggestions/bugs for a demo I enjoyed.

- It's too hard, others will argue it isn't, but it is. When you think it's ridiculously easy you'll have it just right for a start area

- The path through the woods to each area would benefit from being made more obvious, also make it more obvious when that path is locked

- If you approach your guide slightly to one side and stand right next to him you'll perform an attack when pressing V rather than initiating a chat

- It's very hard to tell when an enemy is dead, and with the bigger enemies I was caught out a couple of times because they were just stunned but looked dead. Perhaps their colour could drain slightly when they are dead as a visual hint the fight is over?

- When you don't have a sword your punches sound like sword hits rather than the meaty punch sound effect I expected to hear

- It would be nice to have an enemy lock-on, but not essential. That's just a personal preference of mine so feel free to ignore.

- Is there a way to heal? If there is I didn't spot it

(+1)

thank you very much for the feedback I really appreciate it and hope you'll give it another go further down the line!

do you think if I showed a hint, saying you will have to block or dodge to avoid taking damage when you meet the first non-crawling ghoul, that would help with the difficulty? my aim for the first room was to ensure the player knows hot to and is actively blocking/dodging

i will certainly consider making the exits more obvious, and i could definitely do with making the difference between being down and being dead more obvious, and tweaking the punch SFX

lock-on would be interesting, i hadn't considered that before

no way to heal yet, but health potions will be coming soon :)

thanks again for taking the time to play

perhaps with blocking, the first few times you get hit you can flash up a "B to block" hint on the screen. The first few ghouls could be really easy and you just ramp up slowly with the sword-wielding enemies being the first real challenge.