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Trees' collider could be adjusted to fit its root so player could walk behind the tree

First adventure's survival timing seems to be quite long for an unchallenging level.

Both boss seems to stick onto me when i got close to it from above. Can't escape from it. 

Maybe make spider boss pounce and get stunned or hit once and move away.

Ghost boss can be avoiding player as it's a range boss.

Levels are too empty and big/long. Might want to reduce the size.

Tunnel vision doesn't seem to clip away most stuffs such as AI, health, projectile. Minimap defeat the purpose of the tunnel vision.

I played until the ghost boss and didn't defeat it.

Great game! :D

(1 edit)

I really appreciate the fact that you pointed to these things.


-I know trees colliders could be adjusted with z-axis but I wanted to keep is simple to match the art style. Also, In Houses too it could be done. I'll probably re-do it again in upcoming update.

-I know First adventure is a little boring but few people were getting trouble with Top Down shooting mechanics, that's why I made it like this- so that user can get adjust to it.

-Making Boss stunned is actually a great idea. Maybe like when it's on low health it gets stunned and player can make a finisher move. Will look into it.

- Both Bosses have similar Movement Mechanism, I made it so that player has to move from edge towards center as bullet lifespan is limited and Boss shoots towards player. You gotta use Dash ("Right Mouse Button" for PC), It's helpful.

-I actually wanted to place more NPC's and objects in adventures to make it less boring, will surely look into it.

*After Third Boss ("Ghost Monster"), Nearby Town unlocks- which has improving civilization shown, New Quest with new Weapon to Complete and Lord to meet. Also, game has an Endless Survival mode
at the right side of map from Guild Hall.

Thanks for playing the game!

Hope you enjoyed it.