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Dead Knight - Instant Roguevania V0.1

A topic by Backterria created Dec 03, 2015 Views: 1,943 Replies: 2
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Hello everyone!

I'm Backterria. A pro artist and a noob dev from Athens,Greece.

For over a year now I'm developing a roguevania game called Dead Knight. The game takes inspiration from roguelikes and metroidvanias. A few days ago I released a pre-alpha version just to set the mood and test some mechanics.

I'd love any feedback in this early test of my vision.

You can test Dead Knight V0.1 here

Whoo!! Dead Knight is pretty awesome. I've been following it on Gamejolt and Twitter for a while, cool to see it here!

Here is some feedback:

1. It is really unclear and counter-intuitive how the HP bar works. I know, your master plan wasto have a nice, stylish dynamic icon but I never got used to it and probably won't. Sometimes it is better to sacrifice pretties for the sake of gameplay and readability.

2. There has to be some moderate enemy respawn mechanism, like, if you leave area and come back at least some enemies come back. Reason - the secrets and bonuses that are explictily locked to enemy abilities. If there is no respawn and you killed all enemies- you are fooked.

3. The hit feedback (hero hit by enemy) could be better methinks.

4. Inventory or at least on-screen icons for some special items you picked up, like Crystal?

5. I hope final game will feature controls setup/remap.

Also, I couldn't quite figure out where the game ends. The final door to boss requires a Crystal, which I picked up but I still can't open it.