I really like the combat but it gets a bit laggy from time to time. I mostly enjoyed exploring and fighting monsters, so you got me hooked with that keep it up. Art and animation are good, but there is one animation that looks funny (down + x)... I thought she was naked while doing this the first time. I guess it's unfinished. Anyway, good job, keep it up.
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Thanks for the feedback. I uploaded a new version with controls explained in-game. I definitely need to look into fixing this "fuzzy" issue, but I think it is mostly the fact that my assets were not made to be scaled up or down. This could have been avoided by having either asset swapping or having assets that support multiple different ratio. If Unity were supporting svg that would help a lot, but I might be asking for too much.
This is a fun game. The art style is good and consistent and the controls were easy to use. I was using a keyboard so combat was very hard at first but then I switch to a controller on the 3rd play through and it was fine. What makes the combat hard is the fact that you can't attack while walking. I wish you had a save point right after the skeleton room unless I missed it.
Also, for some reason from time to time rolling get a different speed(animation) so on my end it looks like he's doing the start of the animation and then he disappeared to appear slightly forward, more like a dash. Overall it was pretty good.
It was actually pretty easy to pick up, but it's still tough, which is a good thing. It was fun shooting around, but I felt like the difficulty was more based on enemies spawning rather than their AI. It wasn't a bad thing and I actually enjoyed it because it keeps you on your toes, but I also would like more enemy AI variety in the future. Also, a shop/skills/upgrades would be nice to have if that wasn't already suggested.
Wasn't sure what to do at first when exploring, but then I went into battle mode directly after planting the tower? Anyway, the controls for the combat were fairly easy to pick up.
I like the freedom you get in battle, it gives more potential for dynamic battles. I can easily see some dragons flying up and having a unit taking care of them while another unit is protecting the ground and so on and so forth.
Also, I'm not sure if the combat should have ended or if it was looped. The exploration feels a bit too slow and I just hope we can see what we are should defend when exploring on the next ver. Overall this game got potential, I really want to see where this game is going with the battle gameplay which I think was his strongest point.
This is a game was originally made for the miniLD #60 game jam. Theme "Minimalism". Controller Highly Recommended.
I am currently rewriting my code so that it will be easier to add more mechanics in the near future, but also create levels faster. I don't think i'll be able to finish by the time limit so here is my most stable version. Feedback and bugs report are welcome. Thank you.
I really liked the simplicity of the controls. I assume you are going to get even better graphics/animations than your previous ver. at some point. The music was really good. This demo was fun so you are going in a good direction.