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Sword Slinger is a unique puzzle game about slaying goblins with wits and magic! I need your feedback!

A topic by Firebelley created Aug 30, 2020 Views: 249 Replies: 2
Viewing posts 1 to 2
(+1)

TRY THE DEMO HERE

About

Sword Slinger is a unique puzzle game about slaying goblins with wits and magic! You'll combine several magic blocks together to control the sword and create solutions to the levels. The levels are open-ended and can be solved in multiple ways. 

I'm looking for feedback on the current demo (link above). The demo gives you access to the first 10 levels and also a handful of the action and trigger components that are used to craft behavior chains.

Looking forward to what you have to say about the game!

Moderator(+1)

Hi Firebelley,

I played your game, I absolutely loved it! I’ve made some feedback below.

Feedback about the menus:

  • Beautiful animations all over the game. Love all the particle effects and how the game title’s letters are animating.

  • The main menu seems a little too simple. Maybe add a background? It might be tricky especially since the game has a black and white style, but I think it would look so much better with some more details.

  • Proudly made with Godot! That’s an automatic +1 from me

  • Personally, I prefer games to start windowed, until I get the choice to make them fullscreen. I’m aware most games out there don’t do that.

  • For the “-” and “+” buttons in the settings, it would be nicer if it was visible when the setting reached its maximum/minimum value.

  • This is a nitpick, when changing from windowed mode to fullscreen and vice-versa, I assume the game is saving the state internally. On some systems (for example Linux, that I used) it is possible for users to manually trigger windowed to fullscreen mode manually, without interacting with the game, which confuses the game as it might think it’s windowed when it’s fullscreen. I’m not sure if Godot has a way to “Toggle” this effect instead, so it automatically handles switching between the two.

Level select:

  • The level select is well done, I like the minimap, and all the information displayed.

  • When selecting a new stage, I see the text “Slay for glory”, with two swords below it. I’m not sure what it’s referring to. That seems to get replaced with the level’s rank once completed, but not sure what the connection between them is.

  • Similar to the main menu, I think a background for the level select would really update its appearance.

  • The small reward(?) icon on the top-right of each level seems confusing. It is only a few pixels in size, and I can’t tell what their shape is meant to represent.

The game itself:

  • The game is fun, and looks like it has a lot of potential.

  • One thing I noticed is that, I spent a long time re-adjusting the values of the behavior blocks, and re-running the behavior multiple times. I get it that this is the point of the game, but the game’s page mentions this is a puzzle game, so maybe it would be better to focus on that aspect instead? One example of what I mean would be to show in real time where the sword will be ejected as the behavior block is being changed, that way the user will have to focus on figuring out the right way to bounce the sword around, instead of focusing if the sword will fly high enough.

  • Would be better if the Play and Restart buttons where closer to each other, instead of opposite sides of the screen, so it’s fast to restart the moment I see something is wrong.

  • Potentially, the behaviors could be configured from the map itself, like drag and dropping things to control where the sword would be thrown. That might be a bit of a bigger change, but it would make controlling the game a bit easier and faster.

I’m aware that your project is still in development, so there is a chance I’ve mentioned something which is already on your roadmap. I tried to include everything for completeness.

Everything I’ve mentioned is my personal opinion, so feel free to pick only the feedback that you like :)

Awesome, thanks for trying the game! I appreciate the feedback. I want to address just some of what you suggested:

  • Thanks for mentioning the Linux fullscreen issue, I will look into that
  • Good suggestion on the settings +/- buttons
  • The "Slay For Gory" is a placeholder that essentially means "no rank yet". I'll try to make that clearer
  • For adjusting values, I understand that sometimes it can be annoying when you're just trying to get an angle right. I could potentially simulate the physics a few seconds out to show what will happen. That's something I will definitely look into, but could potentially be complex
  • Dragging the actions onto the level is an interesting idea, though I'm not sure how that would work with some of the triggers I have (the timer trigger for instance, doesn't necessarily relate in any way to 2D space)

Again thanks for the detailed feedback! You've given me a lot to think about so I greatly appreciate it