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Ai Usage
Human made
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
Family Friendly
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Comments
I had fun, though I never figured out the score system! The enemy variety was nice and kept me moving around, sometimes right into bottomless pits 🤣 the sfx felt functional and I really liked the graphics, low poly jousting through hell is a very intriguing idea!
I think expanding this with the expected powerups, environments, and enemy variety for an infinite runner would be good, right now it’s a fun toy with a unique theme I’d be interested in seeing more of!
This was a fun arcade game!
I really liked the look of the game. I LOVE a black skybox with retro graphics like this, it feels delightfully spooky. Once I got the hang of the controls, it was also fun to try and beat my high scores. And I really enjoyed seeing the rolling boulders crush the other enemies :P
I think the game would benefit from some music, but I *do* like the clopping of the horse and the other sound effects.
As of right now, I think this game is perfectly solid, but if you ever wanted to expand it, I could totally see this game having cool powerups, or upgrades, or new areas to explore as you get further from the start. I'm kind of just picturing the mechanics of jetpack joyride in my head, but imagining this game on top. As it is, though, it's a lot of fun. Good job!
I played the game a bit on stream here, at around 1:47:30
If you plan to add anything like even just simple character upgrades and extra levels I would play even more of this!! Some adjustments like starting enemy spawns slower at the start and adding some kind of FX to indicate when the javelin is active so i know exactly what frames it's able to hurt enemies. At first I wasn't keen on how it's not instant but I realized it does last a short bit as a trade off and it kinda clicked with me more.
Awesome work with the aesthetic. Really cool textures and models that have a really nice mystifying effect to them. This sent me back to my grandma's house in 2004 playing N64, the game's ground texture reminds me of the old basement carpet where I'd mess with legos and stuff. Dunno how to explain it but there's something this game's visuals activate in a really good way, maybe it's the contrast + low res textures? I've played plenty of ps1/n64 style games but ones like this hit different.
For music, I imagine a more upbeat dnb/jungle style version of Pseudoregalia's soundtrack, especially the track Outside the Castle Walls.
Great work!
Thanks so much for playing the game!
Levels and character upgrades are already planned, and I’m hoping to eventually have a full-fledged story mode with handmade levels and bosses, alongside the procedural time-attack/survival mode. Difficulty modes are also coming soon, including changes to enemy spawn frequency, not just damage taken.
The feedback on the javelin is really useful too. I agree it could have a clearer visual indicator for when it’s active, so I’ll experiment with some FX/animation to telegraph that better.
And thank you for the kind words about the visuals! I have similar nostalgia for playing Star Fox on my uncle's N64 at my grandma's when I was a a kid, so it’s really cool to hear the game is hitting that same feeling for you.
Also, you’re absolutely on the money with the music! I’ve had jungle/breakcore in mind for the soundtrack for a while now, so thanks for the Pseudoregalia recommendation!
Awesome!! I was actually a Rogue Squadron kid, haha, we had that and other games like Snowboard Kids, so underrated lol
So excited to see more of DreadKnight! If a Steam page ever happens down the line I'll be jumping onto that asap
Very fun start to an arcade style game! I have a wishlist of two things: an indicator/SFX for when my attack is off cooldown and a mechanic that lets me speed up gradually. I want to go really fast and lance a bunch of enemies at once. I do not think players will be playing too much attention to the little arm pull back animation, which is the indicator of attack off cooldown.
Thank you! I definitely agree on the attack indicator — I think the arm animation is a bit too subtle, so I’ll look into adding some clearer SFX/FX for when it comes off cooldown.
I really like the idea of building up speed and tearing through a whole group of enemies too. I’m not sure it would work as a permanent mechanic without fundamentally changing how the game is designed, but it’s definitely something I’d like to experiment with. I could potentially see it working as a temporary pickup/effect, which might capture that feeling without completely breaking the game. Thanks for the suggestion!
Fun little game. I like the retro aesthetic and low poly artstyle.
Thanks for the comment, I'm glad you enjoyed it!