A story about Knight of Ashes. Bounded by his loyalness to the King Of Despair, he must destroy the CandyLand leaving no survivors. The only hope for the people of CandyLand is magic portal which takes 10 seconds to activate.
We ran out of time, so forgot some important things, like tutorial. WASD to move. You can use skills - 1,2,3 and mouse.
Interesting Idea. I liked the swinging of the sword mechanic, I didn't like that the art style was mixed, I think it could have been stronger if you didn't overlay textures on the pixel art, and also felt that the round portal zone thing didn't fit in the grass style. There's also no explanation or tutorial showing how to use your abilities or controls so felt frustrated trying to figure out what buttons to push to use skills.
I think the strengths of this entry are its graphics and its overall sense of mood. Incredible work! I do agree though that all of the assets on the screen should match each other in style and quality unless you're trying to create a visually jarring effect.
The narrative interstitials help to set the mood and give context to what you're doing -- and I think it's actually the particulars that context and how the gameplay interacts that is the games greatest weakness. See, I'm some uber-knight (who can't swing a sword worth beans because the sword always points at my mouse cursor instead of responding more directly to my mouse motions) who is slaughtering cute little creatures and saying "sorry". The ability you did give me to impact the world (through my sword) feels clunky (again, because of the way the mouse works) and isn't the impact I want to be making on the world. The way I would like to interact with the world (banding together the jellies and taking on that jerk liege of mine) isn't an option.
It felt a little hard on the controls due to WASD and 123 being so closed to one another. I'd make the controls for the attacks different than 123 to make it a bit easier. WASD is also really sensitive, so I'd regularly move too far too fast.
the beginning of the game looks nice, but it tricked me. After the menu screens, I was just randomly clicking and moving. Just trying to protect the base. I guess this is the main aim ?
Comments11
The narrative interstitials help to set the mood and give context to what you're doing -- and I think it's actually the particulars that context and how the gameplay interacts that is the games greatest weakness. See, I'm some uber-knight (who can't swing a sword worth beans because the sword always points at my mouse cursor instead of responding more directly to my mouse motions) who is slaughtering cute little creatures and saying "sorry". The ability you did give me to impact the world (through my sword) feels clunky (again, because of the way the mouse works) and isn't the impact I want to be making on the world. The way I would like to interact with the world (banding together the jellies and taking on that jerk liege of mine) isn't an option.
Good start though.