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Dahriel

12
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A member registered Sep 02, 2022 · View creator page →

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I enjoyed the way the player and shooting felt in this game, but I often felt like shots that were clearly on the enemy weren't hitting which could get frustrating, also the gun did feel a little out of place compared to all the blocks, but I thought it was funny.

This is a very challenging game and I enjoy the intensity of the challenge. Once most of the zombies are dead the game starts to feel a little too easy so it might be cool if there would be some kind of mechanic so that it stays as challenging as it is at first.

It hard to believe this game was made for a class in 2 weeks, I love how it feels to play and I think the grapple mechanic on its own could be enough to fill a whole game but there's also the parry which makes things even more interesting. Would love to see more levels of this game.

Everything about this game is amazing from the amazing aesthetic to the boss fight and the fact that there can be different endings depending on your progress adds so much replay ability. I'm not sure I have anything to criticize aside from wishing there was even more game to play.

I loved the puzzle structure for this game where every room provided a tool to help in the next room, I only wish it was a little clearer which room the game wants you to start in so the player isn't running into a bunch of unwinnable scenarios at first.

I loved how this game went through different approaches to level especially the top-down approach, I did feel that sometimes things were unintuitive specifically level 2, in level one a key seems to open the door of the corresponding color which makes me expect the same in level 2 but this isn't the case

I think the controls for this game were great and i'm a big fan of the overall blocky aesthetic, I do think it could be frustrating at times when the sword visibly hit the enemy but didn't kill them and I often felt like I had to cheese the game to move forward.

The Last Scroll community · Created a new topic Feedback

I enjoyed that the game had both sprint and double jump options to vary movement and two attacking options to vary combat which made playing as the ninja feel very fun and strong, I think the bars for walls and floors were a little jarring since the background and sprites looked so nice in comparison

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The UI of this game stands out the menus look really nice and fit the aesthetic perfectly. Another major plus was that I felt like the enemy placement and platforming had a very clear difficulty curve. My only issue with the game was that there was no way of knowing my options in terms of controls (on a computer), I only figured out that I could dash by accidently misinputting a jump.

The movement in this game feels fantastic, I love how you can explore the levels and the extra dash after the jump gives access to more of the map. I do think sometimes it was unclear if a pit would result in the player dying or lead to another part of the map. However, the level design was overall engaging, and I appreciated that there were different gimmicks to keep things engaging \, especially the water level

I'm a huge fan of the way that the gameplay is constantly updating due to the new items that you get from the bosses which is something that kept me engaged. The game was also very flashy visually which helped to make the combat with the enemies feel impactful. The only criticism I can come up with is that in some cases the special attack cooldown is so fast that it feels like it's pointless to use regular attacks instead of constantly using special.