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A jam submission

Village HeroView game page

An action-adventure 2D platformer game.
Submitted by Alpha Light Studio — 31 days, 21 hours before the deadline
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Village Hero's itch.io page

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The submission period of this jam has not ended yet. Rating opens 2026-11-01 06:16:38.

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Comments

Submitted

Hey! I played up to level 5 and really enjoyed it. The art and the music are great, and the core gameplay loop is addictive. Here’s my feedback:

What I liked

  • The art style and the music fit the game really well.
  • The core gameplay hooked me.
  • The movement controls feel good.
  • The scarecrow tutorial dialogue is a nice touch.

Bugs

  • Level 2 death loop: I got stuck in a loop where I kept dying and respawning over and over on the loading screen. Maybe the player is spawned or takes damage before the level has finished loading, or the respawn point overlaps a hazard. Spawning the player only once the level is ready, plus a short invulnerability on respawn, could fix it.
  • Level 3 soft-lock: if you jump down at the end before killing every enemy, the game says you have to kill them all to continue, but the jump isn’t high enough to get back up, so you’re stuck. A barrier before the drop, a way back up, or showing the warning before the jump would fix it.
  • Level 5 bonfire: when you respawn at the bonfire, a skeleton spawns right on top of you. Invulnerability on respawn, or keeping enemy spawns away from the checkpoint, would help.

Things to improve

  • Jump: when you barely touch a wall or a corner, the jump gets cut in half. It feels like any collision resets the vertical velocity. Corner correction, and only cancelling the vertical velocity on a real ceiling hit, would make it feel much smoother.
  • Controls: J and K for attack and interact felt a bit awkward. Rebindable keys or more common defaults, like E to interact or Z/X, would help. So would gamepad support.
  • Combat: it comes down to spamming the attack button. A short combo with its own timing, a dodge or dash, a block or parry, or enemies that telegraph their attacks would add depth.
  • Enemy variety: more enemy types would make it less repetitive as you progress.
  • Story / intro: a short intro explaining who the hero is, what’s happening to the village and what the goal is would give more context before the tutorial.

Overall it’s a really solid base with a lot of charm. Great job, and good luck with the jam!

Submitted

Hi! I'm currently at level 6 and I want to say I'm enjoying this game, especially the pixel art design. 

I like how the difficulty gradually increases and new traps appear, but I'd also like to see new mechanics for the player and more enemy variety.

I'll be keeping an eye on the game, so good luck with its future development :)

Submitted

Hi, ive played a couple of levels, here are some thoughts:

First of all, i like the pixel art its pretty nice.

Secondly, i know the game is in an early stage, but the combat and level design are very lackluster. 

The player's hits feel unresponsive, combat encounters feel very awkward, and the combat overall needs a lot of 'juice'.

The levels are pretty boring and the bonfires are a bit unclear at the start.

The movement will need more refinement, but at this stage its probably decent.

Also ive noticed the environment (bushes, trees, etc.) occasionally has some visual glitches when the player is moving, probably due to some problem with the camera and pixel perfect settings.

Overall though, i think this game could become something pretty cool.

Developer(+1)

Thanks for playing and for the honest feedback! I agree the combat and level design need more work, and I’ll also look into the visual glitches. It’s still early in development, so feedback like this really helps. Thanks again for checking it out!