Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hi,

I've played your game, and I think the idea is really cool. Swapping between the mask powers is a really nice mechanic.

The only thing that bothered me a little was that sometimes I just wanted to use the same powers again, but every time I entered a new room, I had to reselect them.

Also, the movement feels really fast sometimes. I'm not new to games like this, but it would be nice to have a small window to react during fast jumps. For example, when jumping from one wall to another with the rose, the character automatically rotates, which makes it harder if I'm trying to control the movement myself. Also, when I reach another wall, it feels like I immediately start falling, while the attack itself takes a small amount of time to execute. This sometimes causes me to miss the jump.

Maybe you could add a small apex/fall window where the player has a little more time to react and perform the correct jump again. I think that could make the movement feel more responsive without making it too easy.

I'll play the game some more and give you more feedback later if I find anything else interesting.

Overall, it's a really fun game!

I also have a game that I'd love to get some feedback on, if you're interested in helping me out too. The name is Dungeon Chess, and you can find it here.

I'll check out your game late tonight, thank you for your feedback, yeah I could add a velocity dampning effect to when the player pushes against a wall while falling, as well as when they hit a wall above a certain speed. I can remove the flip on wall jump as well, but honestly in my experience it makes chaining wall jumps harder... perhaps I should make the tutorial further emphasize the importance of holding down A.

Yeah, maybe the flip would be great to maintain. Because the movement is too fast now, I could not notice it flipping the first time. After I notice it in the jump, the next attempts were easier ,

(+1)

Also, I'll be updating my game tonight  based on your feedback, so if you want to hold off until tomorrow I can make some of those changes for you.

(1 edit) (+1)

*EDIT* found a bug with it, give me one moment.

Update has been posted, admittedly I've only done a little bit to bug test the new features, I'm making a gif to the wall slide, after that I'll play your game and post a review of it.

Thank you! 💖

I'll check your update today!

it should be stable now, both the downloadable and steam version, I'll get lunch and then try your game. 

(+1)

If you make  a board for reviews on here, I can post it there too, it helps build user engagement.

I played about 3 waves, until it seemed like things were going to loop

very clean visuals, very snappy, quick to open up to player engagement,

sprites are well animated, animations are great, however I am a little lost as to how to play the game as things progress.

perhaps a tutorial appearing on the side, maybe some visual queues on a first run would be good? I accidentally attacked my own guy. The frog's lick only seems to do damage, including to friendlies. 

Combo system with characters based on D&D classes/monsters is a great setup, and for many I suspect wouldn't take much learning to figure out, still I think a few more clues/hints along the way would be good. I do wish I had known what my character's movesets were going to be before I picked them. 

"strength" is spelled "strenght" on the card for the monk

Maybe an alternative key for ending the turn would be good? some games use a space bar, you could put a checkbox next to the End Turn button to allow for spacebar to end a turn incase some players don't want that on by default.

I was a little confused about how to switch character moves? the menu that pops up when you double click a character is great, but I think a simplified version showing their moves in a corner on the screen might inform the player that they have a specific move set, or that they can even change character moves in the first place.  When I took the healing perk for healing from movement, it seemed to instead heal every time any of my characters made an action. When I mouse over a character, the perk displays, but the text is small and unreadable



I like the idea that the perk you don't take is the one the monsters get. I love the design overall, I think this is a great premise for a game. I think the sprites are incredibly charming and the overall aesthetic is wonderful, great for either cozy game material, casual mobile game material, or possible a unique epic RPG depending on how you want to take this game.

(as an aside, you have a frog bard, you could make a joke about "its not easy being green")

Thanks for the feedback, super helpful! :)
I'll check your game's update and if I find something I'll let you know!