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Jun

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A member registered May 01, 2025 · View creator page →

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I liked the game overall—especially the combat system. It felt clear and well-executed, and like a strong foundation you could expand on with additional mechanics. Everything was readable and easy to follow, which made it satisfying to engage with.

The music was great, and the visuals were simple but effective—they supported the experience well without getting in the way.

That said, the dungeon crawler aspect didn’t feel like it added much for me. Moving around mostly felt like a way to trigger the next enemy encounter, rather than something meaningful on its own. I think it would be nice to see more integration between the exploration and combat systems.

I also found myself wishing for a bit more variety in the combat to keep things engaging over time.

I had a bit of trouble understanding what was going on at times, which made it hard for me to fully engage with the game. I couldn’t quite figure out how to make regions safe in order to traverse them, and I didn’t really understand how the equipment worked, so I didn’t feel like I had much agency in choosing my items. The simple graphics, combined with the lack of a map, also made it easy for me to get lost.

First off, congratulations on finishing your first game—that’s a huge milestone, and it’s honestly one of the hardest parts. Getting something complete and playable is a big achievement.

I thought the visuals were neat and had a nice style to them. That said, I did find that moving through the dungeon was a bit disorienting at times, and it gave me a bit of a headache while navigating.

On the gameplay side, I personally struggled to feel a strong sense of agency in my decisions. The rock/paper/scissors mechanic ended up feeling mostly random to me. I get the sense that the intention is for the player to learn the dragons’ tendencies over time, but I had a hard time picking up on those patterns or feeling engaged enough to learn them across multiple attempts. Because of that, the outcomes felt more like luck than strategy.

One small input-related thing I noticed: actions triggering on key release (key-up) made the controls feel a bit unresponsive at times, almost like there was input latency.

Overall though, this is a really solid first project, and it’s great to see it come together. With a bit more clarity in player feedback and decision-making, I think it could become a much more engaging experience.

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I had a bit of trouble understanding some of the core mechanics while playing. For example, I wasn’t able to figure out what the Enter key is supposed to do, which made parts of the experience confusing.

The minimap also seemed to break during my playthrough—I eventually couldn’t see my position on it anymore, and depending on the camera rotation, it would sometimes show almost nothing at all.

Combat was another area where I struggled. I couldn’t really tell what was happening when fighting the dragons, and the feedback didn’t feel clear enough for me to understand whether I was doing well or taking damage.

I also ran into some movement and collision issues. At times, it felt like I could move beyond the intended play area, stepping off the visible ground, which made navigation a bit disorienting.

On the visual side, some of the AI-generated art felt a bit inconsistent. For example, the attack swing animation appeared to “tear” or break apart, with pieces moving in unnatural ways.

Overall, I think improving clarity—both in controls and visual feedback—would go a long way toward making the game feel more intuitive and polished.

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Glad you liked the game but sorry about the freeze though. It sounds like something went wrong but the quicksave didn’t kick in like it should have. After the game jam is over, maybe we can take a closer look into what might be causing that and make sure the quicksave system is more reliable there. I think the quick save only really works within a session and we'd have to think about how to do it between sessions.

Thanks for playing!

Hey! Thanks for giving this a try!  It was our first game jam and we had a blast making it.