Like the theme adaptation and story, the artwork and overall feel is really nice aswell. Tho I was a bit confused at times what to do but maybe thats intended, it was nice that the guide existed so that i could finish the story.
SimpanHardner
Creator of
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Thx for playing! It’s cool a lot of people are liking my mushroom effect. I simply used a global volume on main camera with a volume profile with color color adjustment, chromatic aberration and lens distortion. I then connected this to a script where I set the values to 1 if the effect wasn’t on and had the values change with a sinus function if it was. That and a simple fade in/fade out function. Hope this helps!
For a first game this is really nice! Player animations and most of the pixel art looks great, the movement and attacks also feel nice. I like the whole idea and theme adaptation!
Here is some feedback:
Try to keep a consistency with aesthetics, for example sticking to one color scheme/ theme and using the same pixelsize for all art. I would also say that your UI needs work, centering text, finding a fitting font and using colours that make it visible are things that are pretty easy to do but that makes a huge difference. A game being aesthetically pleasing doesn't have to mean the art is complicated and time consuming, it often mostly about how clean it looks and how well the different aspects fit together.
When it comes to the gameplay, I would say that you should try to make the mechanics a bit clearer, I couldnt figure out how to craft or use any potions at all(maybe you just didnt have time to implement that). Also, I think that the fighting could feel smoother if the enemies just had one more behaviour than running at you, like stopping while attacking.
Hope I dont sound to harsh, as I said this is great for a first game, I just wanted to give the most honest feedback I could so that you can find it helpful in the future.
Btw, saw that you struggled with inventory, great work if u managed to make all this by urself! Here is a tutorial for a simple inventory system that I watched a while ago, but have used in some way in pretty much all of my games since its so flexible:
Movement works fine. Also cutting mechanic is implemented good. Tho, the aim of the game is not very clear. I free the "enemy"(which pathfinding is very off)? And nothing happens. Then i try to move forward through the web but im just instakilled. other than working on visuals I would try to make it more clear what the goal of the game is, and what the player is supposed to do. the mechanics are fine, but without understanding, they become irrelevant,







