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(+2)

I was  hyped to play this game during its development. So far, the art is awesome, really awesome. My only points about this are the player's animations (using the sword for example) that are a bit strange to me, and why did you use a regular font instead of some pixelated ones? 

The controls are pretty good, AI isn't that clever but it's okay, it's a bit too slow paced but still enjoyable. Music is okay, sounds too. 

The mechanic changes are really hard to deal with imo. I'm not sure it was the best way to proceed. Got some troubles very early on, which like impacted the fun I had discovering the first rooms of the game. Like the enemy right after the first boss blocking you, didn't understand.

Obviously, this game isn't using any innovative mechanics in terms of gameplay or experience, but overall it is a very nice entry in this jam and I would like to play more of this if I wasn't dumb playing it.

Thank you for good criticism!
Also to get through the goblin you need to dash. Try it out if you have time playing the game again.

Glad to see  such a detailed reply! Let me explain some of your points. 

1. Sword animations, dumb AI and font. We just had no time to finish it. Creating levels took more than we expected. Each level took 3 hours to build and about a hour to playtest and fix (we actually had 10 levels planned) 

2. I totally agree that changing mechanics didn't work the way we expected. For example, at level 2 we wanted player to walk up to first goblin, click LMB to attack and get hit by him, so player would understand that enemies attack by left mouse button. But it didn't work at all. 

Next time we want to do more prototyping before implementing the rest of the game to get rid of such problems. 
Thank you for playing the game!

(+2)

Level design is super time consuming, I've seen this too by making my game. Also, thanks for the explanations!

 Still, good job guys, I liked it. Keep it going.