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(1 edit)

Neat way to introduce the Gambit-style ranged attack! Also liked your character design and animation.

The ranged attack seemed superior to the staff attack in every way, which I wasn't a fan of. The staff doesn't seem to have any special effects and is limited in range while the Flight talisman is ranged so I don't have to put myself in danger, it seems to do the same amount of damage, and there's no limit to how much I can use it. Later, the Freeze talisman is better than the Flight one because it's effectively a one-hit "kill" by removing the danger. (Although, you can't aim in multiple directions, which doesn't make sense from a gameplay standpoint as I can aim omni-directionally on the other attack which looks and feels the exact same.) Typically when doing weapon design where you have multiple choices, the goal is to have interesting tradeoffs that make each suited to a particular set of playstyles or situations. Right now, each one is effectively just an aesthetically-unique "key" to open its matching lock. There's an opportunity for more engagement by exploring your system design further. Alternatively, just do straight upgrades instead of a weapon select system.

I enjoyed your rock enemy with the fast, hard-to-dodge projectiles, but with clear and fair telegraphing. That was solid design work that created fun challenge. Whenever I failed against these guys, it felt like my fault because of your telegraphing. Well done, it's a small thing, but I haven't seen a lot of people do that kind of thing in this jam. 

Side note: I wish I could use frozen enemies as cover from their projectiles, that would be super cool.

The slime guitarist boss on the other hand felt unavoidable and not fun to fight. If there is a way to dodge, it's not clear to me while playing, so you'd need to find a way to teach this.

Your blood locks (sections where you need to kill all enemies to progress) need signifiers. I'm trained in the beginning of the game that switches open doors, not killing enemies, so it's confusing and unintuitive whenever I get stuck in a situation with a blood lock. Including a number by the gate, some form of light-up locks, or something to convey this would help tremendously.

I like the miner boss fight design significantly more than the slime, but felt it had way too much health for how difficult it is to hit.

I enjoyed the weapon effects on the environment, and I'd love to see you explore those more if you keep developing this.