The responses of those characters very well done, when they're given the correct/wrong items.
TheRulerMeasure
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I could click on the graph thing and complete platformer sections, but I don't understand what's this game is trying to communicate. How does the platformer levels were created and what's the money is for?
However, that is a fancy way of entering a platformer level. The artstyle is nice and simple. If a wall of "How to play" is unwanted, a few input instructions would be great, just to know what to press at some parts of the game.
Challenging game, the non-stop attacks and the active contact damage are the main challenges for me to find the opportunity to strike. Most time, I had to strike the area where the enemy is going to end up, instead of strike the area where the enemy is, while it's in motion. The hit feedbacks are clear, but more(hit flashes, hit particles) would be better. The player attack direction is misaligned with the cursor, if the direction isn't altered, there's no need for the attack direction indication at all.
But all others seem fine, the amount of artworks are a lot and music is nice. I hope that I provided some useful infos.
The overall Isn't very bad. However, my experience was kind of "interacting with the game mechanics" rather than immerse in it. But I think this is somewhat an acceptable level for a prototype, I understand the difficulty of achieving the level of "living in a simulation".
And also, having different builds of your game is ideal for ones who may have trouble running your game(I had to change the browser twice).
































































