Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tryggvi04

4
Posts
15
Followers
8
Following
A member registered Nov 29, 2024 · View creator page →

Creator of

Recent community posts

Thank you for playing!! And congrats on beating Grimshot 5 times in a row, thats impressive! 

We appreciate the bug reports, we'll look into them.

This demo was made in about four months with a team of four people so scope was definitely an issue and we can agree more enemies would be nice.

In development we constantly used the philosophy of getting the player to "push their luck" and risking it all so nice job picking up on that.

Thank you for playing and for the comment, We really appreciate it!  

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.