Thank you so much! I'll be sure to check out your game then ;)
Vlosyros
Creator of
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Hey! First off really cool demo and solid foundation for a game! As, a solo dev myself, I can understand how hard it is to create something like this :)
Here's my feedback:
1. The jump feels a bit too weighty imo; it feels like the character is wayyy too heavy, especially compared to what it looks like. It's almost as though we are jumping from a pool of slime or something.
2. The keyboard controls are fine, but I think using the arrow keys to control the camera is a bit weird(It's kinda hard to reach as well, as there are no other keys used in that region of the keyboard). Maybe consider changing it to WASD as well? Should be more intuitive :D
3. The enemy attack tracking is a bit too strong I think. This is a bit suggestive, so I recommend that you take feedback from other players as well, but I think that enemies being able to flip around mid-attack is BS. Like you could have dodge through the attack in time, but then the enemy just flips around and hits you either way.
Keeping all my criticisms aside, I think you also have a great atmosphere and artstyle going on! Good job! :D
Anyways, keep in mind that all my feedback is suggestive and that you may choose to address or disregard them as you will based on what kind of game you are trying to make.
Good luck for continued development!
Hello! As the title says, my game seems to be quarantined for some users, preventing them from downloading it, while it works fine for others(including myself).
The same issue happened before, but it fixed itself on its own afaik.
However, it just popped up again, despite the fact that I didn't do any change to the game's page in almost a year.
Any help would be greatly appreciated!
I tried a similar strategy sometime ago, though I didn't ask them to leave feedback on my game: I just played their game, left a review and feedback, and hoped that they would check out my stuff.
With hindsight, it should have been expected, but out of around two dozen games, I got like 1 or 2 people to play my game.
Note: I was playing only Metroidvanias(sorted by the newests), as that is the kind of game I am currently developing. Maybe playing and reviewing all kinds of games would be better!
Hey! First off, really nice art and animations! Some of the best I've seen in a bit ;) Keep it up! However, I do have 2 suggestions concerning gameplay:
1. Being able to aim and shoot with the mouse would be absolutely awesome!
2. Bullets probably shouldn't be able to go trough walls :/
Now, the thing with those 2 suggestions is that you can implement one without the other, so that the game will still be improved(imo) while still keeping a bit of difficulty. You could also implement both but that would make a game a lot easier (as well as a lot more user-friendly/fun), but it's up to you!
Good luck for continued development!
P.S There are only 2 animations available at the moment, right?
Cool game! It's got nice vibes with great art; good job!
I have only 2 real issues:
1. The jumps feels too floaty; maybe consider making the gravity when you fall greater than when you jump? (It's a common trick in platformers; you can check out this video talking about it here)
2. The running attacks look weird, mainly because the legs don't move even though the character is still moving. The solution to this is to separate the player sprite into 2 parts; the body and the legs. (Again, you can check out this video talking about it here)
Good luck with continued development! :D
If you are talking about the game's story, I'll give you a quick summary of the major events:
The protagonist gets caught up in a spell cast by a Witch. He explores a bit and finds a village. The Elder of the Village explains what the effects of the spell are and asks the protagonist is kill the Witch. To do so, a seal which protects the Witch's tower needs to be broken by killing three Beasts.
Keep in mind that this is a grossly oversimplified version of the story :D
If you wanna get more info and a better feel for it, you can check out the game's demo here: https://vlosyros.itch.io/saharul
Hello! I am Vlosyros and I am currently working on a metroidvania named Saharul. I can create some pretty decent looking characters in pixel art but I have a really hard time animating them. If you think that you could help with that, please hit me up on this post or on Discord: _vlosyros
Since I do not have a budget for this game, I will be unable to pay you regularly but I could potentially save up some money from time to time in order to do so. With that in mind, I will be very lenient when it comes to things like timeframes and such (Essentially, there will be no deadlines and I will try to bother you as little as possible :D)
Here are some screenshots of the game for reference:


Thanks for reading and I hope that you would be willing to lend me a hand! :D
Hi! First off I would like to say that the game exceeded my expectations! It looked like it would be quite janky based off the screenshots alone but it was actually quite decent! I really liked the art and gameplay, so great job on those! Here are a few issues I had and a few suggestions that I think would improve the game:
1. More lenient parry - Currently the parry is way too hard to land imo (Could be a skill issue though :/)
2. Faster saving screen - The saving screen(The white screen with text in the middle) takes too long to disappear; maybe consider making it faster or adding a way to skip it?
3. A SFX sounds like a Windows notification - The SFX when activating a lever sounds a lot like a Windows notification; not exactly a bad thing but it's kinda weird xD
4. Jumping feels stiff - I believe this is because there is too little air control, so maybe allow us a bit more air control ? (Pretty please)
5. Translation issues - There are also some minor translation issues in English (Mainly weird sentence structures/weird word choices/ some typos) but nothing too major.
6. FG sometime blocks enemy health - The foreground sometimes obstructs our vision and hide enemies; maybe making the enemy health bar display in front of the FG will fix it?
7. Magic arrow range is too short - This lead to me almost not using them at all, they just didn't feel worth it :/
8. Map markers - Given the metroidvania nature of the game, map markers would definitely be a great addition :D
Keep in mind that this is all my personal opinion, so feel free to ignore it or part of it entirely :D
Overall the game looks pretty cool, so I will definitely play the full version! Good luck for continued development!
P.S The Guise also looks pretty cool; I'll give it a shot soon ;D
Overall, really good game! I have 3 major complaints though:
1. Your position in spell merger menu is really not clear at all (I'm using a controller btw), maybe consider adding a white border around the currently selected cell in the grid?
2. The basic spells feels waaay too weak (Even for a basic spell) when you start the game, maybe bump the damage up a tad bit?
3. The game also feels kinda rough, I don't really know how to explain it but it's like you can feel it's a demo (But that should hopefully get better as development progresses)
Otherwise, I really liked the art, music and gameplay so great job on that! I hope that you manage to put out the finished product :D
This is my first game, an endless top-down shooter made over 4 years ago in Unity: https://vlosyros.itch.io/pixel-gun
And this is my latest game(Or at least its demo), a metroidvania made in Godot: https://vlosyros.itch.io/saharul










