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This game was made by a splinter of my own team. Despite my own lack of participation, I've been asked to look at it.

First, I want to talk about audio, as I noticed a couple of things: 1, there was audio clipping which I noticed in the menu music. While I have heard a complete style of audio, these small errors mar the quality of the game overall. 2, the options menu did not affect the volume of sound. If I remember Pablo talking to me about it, you can modify audio buses via code to change their volume property (and a 0 just means to mute, since you can't achieve true 0 with decibels).

In the world of art, I will commend the person responsible for having a complete art style, animations and all. You've done your duty, no more and no less.

I see you have gone with a souls-like melee style as opposed to a swift style. It's different than the usual for a 2D isometric dungeon crawler, not necessarily better or worse.

The ranged attack is very weak, but does work. It just requires some rebalancing, I think it takes 5 hits to match 1 melee.

Every idea is a wager, and every submission is a committed wager. A shallow wager like this serves to help with the learning process for everybody and help them develop their skills, and in the end, that's what this particular jam is all about: learning.