This game is crazy good!! I love the idea of a dnd-type bard character trying to escape the dungeon, and the game is full of really charming stuff at every turn. I especially liked the instructive signs, the upbeat music, and the way the attack is a curse bubble, it's all really fun and creative. Also the giant enemy got a laugh out of me the first time, and a bigger laugh the second. There are a few bugs, but not much that isn't already noted in the description. If anything, I think the level design could be more concise; it's definitely gives a little bit of a "winding dungeon" feel, but that design makes a little less sense for settings like the open desert level.
michaeldh
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Cute game and fun concept! All the art looks really nice, and I can tell a lot of care was put into it. I think the game could be more fun if there was a damage penalty, but maybe it could be more balanced to the current no-damage enemy-filled version if the player character could defend (and take no damage) as well as attack, but be vulnerable to damage while attacking. If they can't do both at the same time, the player would have to strategize and act accordingly. Also, it might be a good idea to make the collision hit-box smaller on the player character so it's easier to move through those tight gaps to the left and right of the main area.
This game is practically possessed with charm! It's all really cute and I think the environments are all really fun to look at and move around in. The music is simple, but nice. If i had to pick a weak point for the game, I would probably choose the shooting mechanic; it feels fun to use when it works, but there were a lot of times where it wouldn't fire, and I was unsure if that was a bug or my inputs weren't registering. That, and the final boss drains your health super fast when it touches you; maybe adding a brief period of invincibility after you take damage would help balance that out.
I really like the visuals! The layout is good also, it all feels very Zelda. I also think the different enemy types are really fun. I think my favorite kind is the krakens that charge you when you get too close. It was fun to accidentally activate one of those for the first time. The small animations like the character walking and the krakens blinking are also really nice touches that make the game feel complete.
I think it might help make the game feel more varied if the different enemy types had a few more differences. Maybe the laser one would be orange, and the charging one would be blue, or have horns? Something like that. I also feel like the player character might be a little too big to easily maneuver around the laser and charging attacks.
The graphics are really good! The pixel art style is cute and works well, and the designs of the main character and the enemies are especially good. I think the flashlight mechanic is really solid, and this works really well as a standalone game.
On things that could be improved, a little more feedback upon losing, like a death screen and an instruction on how to restart, would be helpful. It also looks like battery drains based on how long you click rather than at a fixed amount dropping at each click; I think this could lead to an unintentional higher difficulty for players who have slower reflexes. It's also a little hard to dodge the monsters in the second level; I think having to avoid them when you're out of power gives the game some nice tension, and I actually enjoyed having to run away from them and recoup, but it can feel unfair when three monsters are circled around a battery recharge. I died pretty often to those parts. Maybe if the flashlight recharged battery slowly over time, it would give players an alternative strategy to use if they're not quick enough to run in and grab the battery recharges.