Art and sound design is absolutely beautiful but, for the amount I played, Takoda very much comes across as a one dimensional example of the "Magical Native American" trope. I think you have something great here but, maybe look a bit into how native people are represented in media.
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Suuuuper cute! I loved the character designs a lot and the combat was really fun, especially during the boss fight at the end. I think the teleport gun loans itself really well to making interesting puzzles and bosses.
As for some criticism, the controls felt kind of cramped on my keyboard. I wish they were more spread out. Also, I think it'd be nice to have health drops last a little while longer before disappearing. It wasn't too bad, there were just a couple of times where enemies blocked health, and in defeating them, the health disappeared.
I'm looking forward to more!
Nicely done! I'm looking forward to seeing more of this.
-As with others, I had trouble figuring out camera movement.
-I really disliked the little sound effect that plays whenever you discover clues. It's super cliched and takes me out of the game. Maybe something a bit more subdued or even nothing at all.
-I wished that the character wasn't telling me the entire story when you find clues. Figuring out a character's history myself is an experience similar to solving a puzzle. Handholding your player through narrative exploration is denying them one more puzzle that they could solve themselves.
-The fonts used for narration/ the item menu are pretty bad. Maybe try to experiment with different ones, as the ones right now remind me of looking at a microsoft word document.
That all being said, the puzzles were the star of the whole thing. There were a few things that stumped me a little bit, but nothing that made me want to quit or give up.