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E.T.C.Lundberg

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A member registered Dec 15, 2015 · View creator page →

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Love the Nights reference! Lots of juicy effects and the homeworld, how it's possible to learn the controls there before the challenge starts. Some things I noticed that might be improved:

  • Dialogue Bug - I landed on a character from the sledge in the first mission and couldn’t close the dialog after that. Also when I quit to the main menu and opened the game, the character was stuck in the dialogue.
  • Fast house exit - it’s a little confusing to have to go back to the chimney, would be nice if it was possible to exit the house any time by holding B or if the levels always loop back to the chimney.
  • Fast level exit - When the player enters the sledge after the time is out, maybe make the sledge automatically move on to the next town. It feels like the sledge need to travel a long way to trigger the exit of the current town.
  • Timer - It's unclear what the timer does, I think I lost once from it. But other times it would end and I could continue and get score and even hit objects that added more time.
  • Dangerous objects - I like the game loop of riding around in the sledge, finding a house, throwing presents around and then going out again. But it feels like the player can be very careless in the houses, so it might be an idea to add dangerous objects. Ex that lock the player for a few seconds and add a time penalty, like in Nights.

No problem, good luck with the development!

I downloaded the game and opened the zip, the main file was named saga.x86_64, I renamed it to saga.exe and it worked. I think that the itch launcher starts the UnityCrashHandler64.exe instead.


The game worked! the mouse sense was extremely high, I have noticed that this can be different from linux to windows. But the gamepad controls worked fine!

Although I would have preferred a twinstick aiming method instead of moving the courser around on the screen.

Great demo, love the frog!

Some small suggestions:

  • Would be nice to be able to jump out of a roll.
  • Also to cancel attacks with rolls. Bayonetta does this, and Dead Cells as well, but not Dark Souls or other more deliberative combat games. I prefer it, but if you want your game to be slower don't put it in.
  • The moving platforms feels a little unanchored, might work to add them to rails or ropes.
  • Crouch animation on the main character. It doesn't need to make the character short, just make the character to look down or some other kind of expression (like in SotN Alucard doing his cape move).

Good luck with the development!

On windows, downloaded from itch lancher, didn't lanch.

Thanks for the feedback!

Yes, I have also noticed that the timer / score is not clear enough. I have some ideas of adding bars instead. I will also think about it for future game jams. I try to minimize on screen HUD to have it clean, but it's not really worth it if it gets more cryptic.

Yeah, there's a lot of enemies spawning in the end, I will turn it down in a later version!

Great game! Feels epic when you try to hit someone, miss and teleport just behind them.

Miss a radar, or some tracking mechanic, it might trigger after some time if no one take damage.

Maybe having more cube collision forms so it's easier to jump around.

And options for inverted aim on gamepad.