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i really enjoyed the art for this and the boss fights had some great ideas and were well executed. i especially like the second boss with the multiple heads and how they go underwater during the second phase, and honestly just getting multi phase fights in there is really nice. i saw in some other comments that you had run out of time for adding upgrades and that's why there are a lot of dead ends, which is totally understandable. the wind up on the spell and the dash makes combat a non-starter and it's clearly meant to be a major part of the game. it feels really sluggish and unresponsive to dash and to shoot the fireball and as soon as i realized that i avoided all of the enemies. it's obviously intentional so i certainly don't want to say you just shouldn't have done that, but i do still want to tell you how it felt to play. it feels unique certainly but it also feels like it would require a ton of polish to get to a place that controls well and the encounters would need to be built with it in mind. i hope you continue this, i think it could go somewhere!

Thanks! Ya the slow attack was intentional but I do makes some changes on the attack wind up after seeing all the comments, since while I want to make the attack slow, I dont want to make it the major challenge of the game at least for the beginning.