idk if it's a known bug but I got stuck on my first run and had to restart. art was good, I hate to be harsh because yoou're clearly a way more skilled game dev and have put in effort. but unless I am missing something the bow is not really fun to use, didn't feel like pushing past the first level. ALIMHO
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MORTAN's itch.io pageComments
Beam gauntlet felt pretty strong, except for that one part where the controls locked up and I couldn't fire until I got hit a few times.
- Core gap in the combat is just that it's too simple to walk backwards and shoot, and maybe only the crossbow skeletons can threaten you with their nearly-invisible projectiles.
- Jumping makes it possible to dodge spider attacks, but again, it's much better to just shoot from a distance. In general, the animations of enemies aren't telegraphed well enough for this or the dodge to be used in such a way.
- It might be nice to be able to jump over cover.
- Explosive barrels have no impact and no damage. With how sparse they are and how limited their range is, I'd expect them to at least be an instant-kill.
- Probably needs input prompts near chests, and maybe increase the interaction range for them.
- Potions being used immediately are useless because you only get them right after a group of enemies.
- Showing the duration of each potion might be nice.
demo finished. game is still very fun moment to moment.
jumping still feels 99% useless especially for combat.
explosive barrels still do pitiful damage.
seems like melee weapons are out of the game? that might be for the better.
other than that the new enemy is cool, the stamina bar i think is new and works well with everything else.
nice proggy
Short comment with video
Game completed
Cute artstyle and I like in general the vibrant colours, the world needs more colored games to play in general
The game is based on walking back, and I personally feel that flatters any encounters and enemy design since the only thing that you would be worried is always to not be on shooting range, I would suggest to balance the game on being around enemies and dodging their bullets "like a dance"
little nitpicks
Weird that the skeletons are not as chibified as the player model
Text boxes about potion descriptions become redundant after the second run, wouldn't be better to swap them for an icon?
Walking animation being too slow for your movement speed, I would suggest a more dynamic running animation
i liked it. the art is very good, the season/weather changes are great, and theres already a simple gameplay loop. my biggest issue has to do with combat and player placement. when faced with a crossbow skelle, he will occupy the center of the screen, and the player character is about 2 cm on the left - meaning that when the skeleton shoots you, it's already too late since you cant see the projectile at all as the player character is in the way. all the other enemies are simple enough, but i fear that the player placement will always be a hassle w/ projectile enemies at the distance the game wants you to play. its a combination of game speed + camera placement + player placement which makes melee enemies work fine but range enemies are a pain. i have no idea how you could approach this without any major changes. i have no other complaints, everything else worked fine for me
So, I am absolutely horrible at your game and I keep dying, lol. That said, I don't feel it's your fault, I am just bad at this type of game, but there are several reasons I kept retrying. I had a lot of fun. The game is gorgeous, and you're REALLY nailing the style you're going for. Given how early in development I know you are, it seems like you've hit a level of polish really early on that is impressive.
I look forward to more from your game.
This demo is notably better than the previous Mortan demo. Here are my thoughts:
- The textbox in front of the statue doesn't use the mouse even though the rest of the game uses it.
- Making gems disappear over time is a good change to make camping worse.
- Dying is abrupt and lacks any effects such as pausing the game to emphasize it.
Really fun game, I enjoyed playing it. I really like the visual style and the controls are responsive and intuitive.
Some issues/suggestions:
Enemies are easy but the way to beat them is to just stay out of their range and never let them shoot. If they get close their projectiles are too fast to reliably dodge. I think it would be more interesting if they had more opportunity to attack you but it was easier to avoid their attacks. The shield skeletons are fun but super weak.
I don't like that potions are used right away and you can't see when they expire so they are kind of useless right now. Barrels also didn't seem to do much damage at least without upgrades.
The jump seems useless. I like that there is a stamina bar but it would be nice if you could use it for other things like sprinting or jumping but the jump was more useful.

Played through 5 waves. Game looks very good, really like the menus too. Options only really need rebinding.
The big problem with the game is that the gameplay just isn't all that interesting; the plants never did anything to me, and the ranged enemies' projectiles are too fast and hard to see that getting close to them is just pointless. All I did was stay as far away as possible from all enemies and snipe them, using the dash as a sprint to stay further away.
Some ideas I had while playing was to first increase the distance fog so you can't see enemies far away (I think it works well with the graphics style) and maybe change every encounter into arenas instead. So you'd get locked into a smaller arena as you walk forward and then the enemies' would teleport in. If you'd combine that with slower enemy ranged projectiles and have them more lead their shots as you move I think it would be more interesting than just holding S and shoot.
All the levels are the same, got a winter theme once which was neat but the level was the same.
It never feels good to get a potion from a chest because you get them after an encounter and then you have to sprint to the next enemies just to make use of it. Making them items you carry and can activate when you want could work.
It should be clearer what objects you can interact with.
It looks great but some animations could be more interesting and weighty, like jumping and skeletons' walking.






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