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Tryggvi04

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A member registered Nov 29, 2024 · View creator page →

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Completely fair, we wanted to tie the shop more to the base game and we found through playtesting that high grades were too easily achieved making them not feel special so the solution to limit the grade to your equipment seemed like a solution to both problems, perhaps with more time we could've found a better solution that wasn't as bandaid-y.

Really loved the art direction, and as others have said the voice over was great!
Also a great interpretation of the theme.

The upgrades didn't feel meaningful, and it doesn't help that raw numbers are used instead percentages, as I don't really understand what attack range 1.01 means. Also a really small nitpick but generally attack speed denotes how fast you attack, usually measured in attacks per second so it was confusing seeing a minus when you were increasing it (maybe you confused attack speed with attack cooldown).

Did not realize at all that it was intended for you to cross the bridge once the game began and the enemies were spawning, so I had no clue how to get more weapons, My game also lagged pretty heavily due to enemies piling up. Maybe a day and night system forcing the player to reset back to the village would've helped both these problems but I'm not sure if that fits into the game loop.

A projectile enemy not being here is also felt heavily, as the melee guys who are slower than you become mundane very fast.

The weapons you do get at the village do feel really impactful and satisfying, the monkey weapon especially. 

Alot of these issues are probably just game jam constraints which  I get completely.

There's clear potential here.