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Skwyni

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A member registered Oct 24, 2018 · View creator page →

Creator of

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Thanks for the feedback ! You are not being harsh, you are being constructive, and that's good ! :)
It was my intent to make the whole game playable without collecting any coin, and coins to be a little detour to help those having trouble, but as I didn't work enough on level design I failed to do that. As I decided on having 7 levels it required me to have a 1 second clear time on average per level and that limited me heavily in my level design, especially for making vertical levels, hence the addition of coins.

Glad you liked the concept though !

A little too easy, would have been way more fun with less health for both the player and the enemies, and the game would benefit greatly from adding real behaviors to the enemies, like making some chase the player, some chase the other enemies, and some flee. Also, an indicator of when your shot is reloaded would be a nice touch.

Otherwise a good idea ! :)

Could use better level design, like that level where there is two hearts on the same spot, that was kind of a cheap way to fit the seven hearts in the level. There could be a little more challenge to the platforming and the puzzle part.

Yeah, but having too much time before reaching max speed would break the flow between levels, which is something I didn't want to have.
Thanks for the feedback, if I go back to this game I will try to work on the controls ! :)

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Thanks, though the graphics and audio weren't mine. Don't hesitate to show your appreciation to GDQuest for the art (I took it from one of their tutorials) and Juhani Junkala for the audio (I found his musics on opengameart.org) ! :)

There could be more to do and more variety in the background art, but the story was great, and I liked seeing the temple built a stone at a time. :)

Yeah, it takes a while to get used to the movement speed. I didn't have enough time to tune speed better, I will do better next time, thanks for the feedback ! :)

I like bullet hells, but I struggled in this one because of the movement speed of the character. Would be cool to have a some variation in the speed, like slowing down the character when pressing a certain key, this is a mechanic seen in some games of the genre. That would help, because I often found myself bumping in some bullets by mistake when resuming my movement.

Also, better feedback when hurt would help, maybe have Chronos turn red for a second !

Besides that, really great idea, visuals and sounds. :)

The graphics and the music are awesome, but you know that already. :)

Gameplay-wise, I did have fun at the begining, but it became repetitive quite fast; I think it would add something to have the enemies intention displayed on your turn, like "this turn I am most likely to attack/block". Also, do the enemies dispatch their dices between actions at random ? There were times when they could have killed me but didn't because they chose to block or heal for no reason.

I don't see a reason to ever block instead of healing when I am not maxed in HP; blocking gives you extra hp for a turn, while healing gives you extra HP permanently. If the enemy chose not to attack for the full value of your shield, you lose your shield and, in a way, HP, because if you healed, you don't lose whatever value you healed more than what the enemy dealt to you. I don't know how to fix this issue though, I am just pointing it out; maybe have heals be halved, and with the enemies intentions displayed, you would heal when they would not attack. This aside, the combat mechanic was really cool !

And at last, resting in the overworld shouldn't be free. For the common enemies, you can just overpower them by not caring about HP, and healing for free after the battle. If they dropped coins and you had to pay to heal at inns, this would give reasons to be careful and to beat the two enemies on the overworld that are optional.

Great game anyway, I would love to see it become something bigger ! :D

Thanks a lot ! Yeah, the time added by the coins changed a lot while I was making the game, I tried every value between 1 and 2, and made a last minute decision on 1.5 :')
Yeah, it was the objective at first to make it winnable in 7 seconds, though I didn't have enough time to think about level design to make it possible. Oh well ! Might make adjustments when the ratings are done.