I really like the way you implemented the sword in the style of the original legend of zelda games. One thing that I did findd a bit odd was how the sword pointed downwards when fired, but that's a small issue. I found it was possible in the opening mission to use up all your bombs which are necessary to proceed, so maybe some restart button or something could have been helpful. I thought the swarm fights were difficult but exciting and that the game was fun!
I love the fighting mechanics implemented into the game, where the mechanics are similar to league. I also thought that the assets used were very nice. I think that the sword could need a buff, as it is fairly difficult sometimes when there is a swarm.
I have to appreciate this game's assets and design, specifically the tutorial, which has billboards that tell you how to play the game. I think, although small, it's nice to see a game with that level of detail which makes my experience as a player much easier. I think some polishing could have made the combat better but for the amount done in the short amount of time is very impressive. Great Work! (Kaya)
I liked the overall aesthetics and the player design of the game. The combat and the enemies seemed really hard for the game. The only tactic that I found worked was to get in range of one of the slimes, and then run away while attacking it. Just increasing the range of the attack would've made a lot of difference. Also I really liked the level design of the game. the whole transitions of going from the lawn and then exploring the castle seemed really fun.
I think the controls for this game were great and i'm a big fan of the overall blocky aesthetic, I do think it could be frustrating at times when the sword visibly hit the enemy but didn't kill them and I often felt like I had to cheese the game to move forward.
The player movement in the game is really smooth and I love how the sword attack is visualized. I also think the pacing of the game is good and the UI is straightforward enough for the player to get the hang of things pretty easily. I wish the range of attack for the sword was a little bigger to handle the swarms of enemies because they're really difficult to beat. Overall, the game was great and really visually appealing.
I would've liked 3D animations on the character and models. I also would've liked if the AI were a bit more creative in their attacks such as spawning tornados. The world interaction elements were very cool. I think the biggest restriction was animations for this game and camera work. If those were fixed, I could see this being fleshed out really well.
I like the player design! One thing I would suggest is to remove the option for enemies to spot you through a door and for you to attack through a door, the hitboxes for that were just weird. I didn't realize that there was 3 bombs to pick up at the beginning of the game so some indication for that would be nice. Also didn't see an option for a menu.
Cool rpg game for sure. Reminds me a lot of the game Zelda with the bomb and sword mechanics. The levels in this game seems unreasonably hard. if you can somehow slow the enemies down coming towards you would make the game feel more fair and complete.
I liked how the control information was integrated into the gameplay by having the signs at the back of the level explaining to you how to do different actions. However, I'd say that the sword mechanic feels pretty limited, especially with the many enemies you have to deal with throughout. Modifications to this weapon's range of attack or maybe the speed you can hit targets with would probably resolve this issue. Good job!
I like the art style and the controls being listed on the signs at the beginning of the game, I wish some of the navigation could be sped up since the map is pretty large. The gameplay felt smooth and the combat was crisp. I feel like changing the UI a little would help bring a lot more life into the game.
The art style, especially the characters, is very appealing. It does feel a little unfair with the number of enemies in the level and how limited your sword attack feels to use. The enemies are also really fast and I encountered a bug where a swarm of enemies attacked me at the beginning of the level. If the sword was faster or had a larger range or area of effect, it would be a lot of fun to cut through lots of enemies at once.
I really enjoyed the different levels and the arts of this game. I like the little tutorial section as well. I wish there was more feedback when the enemy dies and when the sword is being released.
I like the art assets in the game and the gameplay is really cool too. It would be nice if there's a way to indicate that 3 bombs are the max number of bombs you can carry and for the static sword the player is holding to disappear when attacking.
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I really like the way you implemented the sword in the style of the original legend of zelda games. One thing that I did findd a bit odd was how the sword pointed downwards when fired, but that's a small issue. I found it was possible in the opening mission to use up all your bombs which are necessary to proceed, so maybe some restart button or something could have been helpful. I thought the swarm fights were difficult but exciting and that the game was fun!
I love the fighting mechanics implemented into the game, where the mechanics are similar to league. I also thought that the assets used were very nice. I think that the sword could need a buff, as it is fairly difficult sometimes when there is a swarm.
I have to appreciate this game's assets and design, specifically the tutorial, which has billboards that tell you how to play the game. I think, although small, it's nice to see a game with that level of detail which makes my experience as a player much easier. I think some polishing could have made the combat better but for the amount done in the short amount of time is very impressive. Great Work! (Kaya)
I liked the overall aesthetics and the player design of the game. The combat and the enemies seemed really hard for the game. The only tactic that I found worked was to get in range of one of the slimes, and then run away while attacking it. Just increasing the range of the attack would've made a lot of difference. Also I really liked the level design of the game. the whole transitions of going from the lawn and then exploring the castle seemed really fun.
I think the controls for this game were great and i'm a big fan of the overall blocky aesthetic, I do think it could be frustrating at times when the sword visibly hit the enemy but didn't kill them and I often felt like I had to cheese the game to move forward.
The player movement in the game is really smooth and I love how the sword attack is visualized. I also think the pacing of the game is good and the UI is straightforward enough for the player to get the hang of things pretty easily. I wish the range of attack for the sword was a little bigger to handle the swarms of enemies because they're really difficult to beat. Overall, the game was great and really visually appealing.
I would've liked 3D animations on the character and models. I also would've liked if the AI were a bit more creative in their attacks such as spawning tornados. The world interaction elements were very cool. I think the biggest restriction was animations for this game and camera work. If those were fixed, I could see this being fleshed out really well.
I like the player design! One thing I would suggest is to remove the option for enemies to spot you through a door and for you to attack through a door, the hitboxes for that were just weird. I didn't realize that there was 3 bombs to pick up at the beginning of the game so some indication for that would be nice. Also didn't see an option for a menu.
Cool rpg game for sure. Reminds me a lot of the game Zelda with the bomb and sword mechanics. The levels in this game seems unreasonably hard. if you can somehow slow the enemies down coming towards you would make the game feel more fair and complete.
I liked how the control information was integrated into the gameplay by having the signs at the back of the level explaining to you how to do different actions. However, I'd say that the sword mechanic feels pretty limited, especially with the many enemies you have to deal with throughout. Modifications to this weapon's range of attack or maybe the speed you can hit targets with would probably resolve this issue. Good job!
I like the art style and the controls being listed on the signs at the beginning of the game, I wish some of the navigation could be sped up since the map is pretty large. The gameplay felt smooth and the combat was crisp. I feel like changing the UI a little would help bring a lot more life into the game.
The art style, especially the characters, is very appealing. It does feel a little unfair with the number of enemies in the level and how limited your sword attack feels to use. The enemies are also really fast and I encountered a bug where a swarm of enemies attacked me at the beginning of the level. If the sword was faster or had a larger range or area of effect, it would be a lot of fun to cut through lots of enemies at once.
I really enjoyed the different levels and the arts of this game. I like the little tutorial section as well. I wish there was more feedback when the enemy dies and when the sword is being released.
I like the art assets in the game and the gameplay is really cool too. It would be nice if there's a way to indicate that 3 bombs are the max number of bombs you can carry and for the static sword the player is holding to disappear when attacking.