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(+1)

-Wasn't able to implement item stacking in time.
-Yup, only 2 enemies.
-The only point in keeping them would be if you already had full health. Atm not much reason to.
-Luck based. Could you elaborate on that?
-You pretty much got as far as you needed to test the concept.
-The theme is a stretch tbh (destroy enemies harvest items, I wanted to add harvesting enemy essence but that feature was cut). I had an idea and went with it even though it didn't really match up with the theme. I was using the jam as more of a time constraint for making a prototype than anything. Worked like a charm for that.
-Yeah, your final conclusion makes sense. That is okay, though. I was able to test the basics of the idea and I'm happy with that. Lots of stuff I added were really last minute and not that balanced. I do have one question for you, though. Was there a part of the game that you enjoyed? You're feedback is helpful but generally critical (not a bad thing) but I'm considering putting more time into this concept so I'm curious if there was something in this rough prototype that you think has potential.

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I like the main mechanic honestly, but the problem is really the amount of content. There was like 4 weapons in the game, which made it repetitive fast, and you end up with a bunch of the same weapons, which has no point (well, on the swords, but that's beside the point). The mechanic is smart, just doesn't work with so little content.

To answer your questions, when I say luck based, I mean that you surviving depends only with the red potions dropping or not.


I agree with Bitron that this could be pretty good as a mobile game, but only if it has a lot of content, because your mechanic only allows that

(+1)

Perfect! Thank you so much for the reply. This feedback has been very helpful.