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The Conner

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A member registered Sep 17, 2021 · View creator page →

Creator of

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This was a really really good little game!! 

Stylistically I think it worked very well. The level was intuitive and I could feel myself memorizing where certain areas were and what was behind specific doors. Also very cool that there were multiple floors. I liked that all of the tutorial and control text was in the game and easy to see. The slides after entering the gold room and the ending menu were really well done, and I liked that you could donate the coins to charity!

I think all the items in the game were put to good use, potions for health hand orbs for mana. The lockpick pickups came in clutch. And it was nice that the player had to go search for a key to end the game.  On the topic of lockpicks it was fun that the system was similar to Bethesda's system for lockpicking in their Fallout and Elder Scrolls games, it felt very intuitive once you realize how it worked. The horse was a fair challenge I feel. There were some good spots to tuck in to avoid it and it never felt too punishing, and I'm happy there were checkpoints. 

The overall level of polish was very good. It was nice that ever action and item had sounds, even footsteps! The particle effects, resource gathering, traps, etc. were all implemented without any major bugs. Aside from the occasional glitch with the mouse and player camera. 

Overall it's a very well made game with simple but effective gameplay and mechanics, easy to understand direction, and a very good atmosphere. I loved it a lot, this game could even very easily be expanded upon to add even more areas, items, and enemies I think! Would be a very fun time! (bonus points if the knight moved in an L shape like in chess) 

Very promising concept you have for this game!! 

Stylistically its very cool, I like how you chose the isometric view, and then implemented wall hiding so that you could see your character behind the walls, was very smart thinking, though occasionally this aspect can be a little buggy.

I appreciate how there are different types of enemies, with the skeletons being ranged fighters and zombies the melee focused combatants. However I think their AI and spawning could be improved. A lot of enemies spawn relatively quickly in the first room, and when your player dies it seems the game doesn't reset, the enemies are all in their same spots but it seems their AI kind of breaks since they stop targeting you once you respawn, unless you kill them. But then they respawn pretty fast.  And I think the combat was clunky, I could attack enemies but it was hard tell if they were being damaged and Im not sure if you can see skeletons projectiles

I think the gates are a little buggy too, I tried picking up keys and interacting with them but they wouldn't open sometimes. I think the balance on level 1 and 2 could be improved

I think there is a pretty solid foundation and concept for a really fun game here, there just needs to be some work on improving aspects and ironing out bugs! The textures and player/enemy models and animations were some pretty nice touches! 

I really liked the idea of this game. Being able to choose between 4 different experiences is a really neat concept! 

The stealth level was pretty challenging due to the number of skeletons there are as well as how fast they move. It seems they move on a set pattern so you can wait to see where they go. Leaving spawn can be tricky since 3 of them cross that starting zone pretty immediately. I would maybe remove 1 or 2 skeletons and make them slightly slower. I think some description of avoiding the skeletons eyesight and getting the key at the end would have been neat. The goal was pretty obvious but it would add more consistency with other levels descriptions. 

The platforming level was fun, I liked that there were three different challenges for you to complete! The jumping is a little wonky though so you really have to take your time and make sure you are jumping then moving, but it all worked! I was a bit confused by the puzzle level, I liked that there were 2 different types of enemies and multiple rooms in the floor! I think some direction like other levels would benefit this one a lot. 

I liked the maze level, it's neat that the juggler will keep track of how many balls you pick up, though I would have maybe preferred that be a part of the UI, that way you wouldn't have to leave the maze to check your progress. I think the skeletons were pretty balanced on this level, the camera and controls make things a little harder as you aren't the most responsive when turning and the walls can conflict with the camera angles.  It was a good challenge to find all 5 of the balls and it took me quite a few tries to get them all.

I think the attack mechanic could be refined a bit more. Adding some visual flare would go a long way, but I really did like all the music in the game! That's something some other projects didnt have so it was cool to see here! Overall I think the game was fun with some nice variety in activities, and the skeletons were really nice! 

The visuals in this game were absolutely stunning, I'm so impressed with all the detail that was put into every aspect, and the amount of animated sprites and different zones crazy. I love how stylish the menu and level transitions are, and the health UI is very unique. The puzzles/platforming are challenging, I really really like how the wasps give a little explanation point symbol before they charge at you so you have some time to avoid them. The levels are pretty expansive. I was a little concerned about a lot of the jumps but then I found the double jump ability which was very helpful. 

Some of the levels were maybe a little too big, and in certain areas I think the platforms should stand out from the background a bit more. The combat is decent but could use maybe a little refinement. But overall it was a very well done game with all the care put into the levels and the visuals for everything being standout features! It would definitely be amazing to see an expansion on the concepts in this game!

I quite enjoyed this game!! Was actually kinda similar to our game lol, didnt realize that until I played this one. But this game took a 3D direction with small claustrophobic rooms and a lot of darkness which I think really benefits this games vibe. I like the artstyle and how the characters and world is blocky, there is a really good amount of detail put into all the rooms, like having a bunch of clutter and furniture makes the rooms feel a lot more real. And allows for some strategies since enemies can get caught on items. I like that the light follows the player and that adjacent rooms are shrouded in darkness when the player is not in them, that adds some mystery and discoverability to the game. I also really like the menu style, its very pleasing and I like how there is some animation to the text! 

I think the gameplay is okay, I think there is a decent amount of enemy variety. Weak but fast enemies, slower and more durable enemies, bosses, and it was easy to tell them apart which was good. But I think maybe different weapons or abilities may have helped add more dynamics to the gameplay loop. I often found myself walking into a room and immediately walking backwards out while shooting to take out enemies. I think a weapon that did less damage but could pierce through enemies and hit multiple at once could be a cool idea since I saw enemies could bunch up a lot. But I like that some fun was had with the enemy spawning, like others mentioned the ambush at the start of level 2 was a fun idea. The levels were pretty large and there were a ton of enemies, especially on level 2, so there was difficulty there. Maybe adjust the enemy spawns just a little, some rooms had loads of enemies.

As others said some sound effects could be a nice addition, would help gameplay a bit. I dont necessarily think you need enemy health bars but it wouldn't be a bad addition.