I can't say a comment for this game. I don;t really know why I like playing game. But, I liked it.
B
Blipi29 Aug 2016, 18:22
I really like the idea and mechanics of the game. Nice audios too ;) I missed being able to move in diagonals (the flying monster can...) and maybe the walls are too sensitive (if hitting it on the side, even if I "push" it, it kills me). Also, maybe a "hit" animation for the monster would be cool.
The idea is solid and the graphics are ok, but the execution is not quite up to par. Blipi already outlined the major issues. No need to repeat them.
I also agree with PeachTreeOath about special movement actions like rolling. Due to certain level designs and erratic dragon movement patters avoiding death is at times down to luck rather than skill. That dodge roll would be a saving grace in such situations.
Hey guys, thanks all for the comments. I agree with the issues..decided to make a follow up game with much more elaborated game play. @steph88 Will upload the game tonigth after work ;-)
Liked the game, the graphics and especially the sound. I think it would be interesting for the future to have a life system and a saving point so you dont have to start all over. Great Job.
Cool idea, and all the hand-drawn assets look very nice :) A small thing I noticed: sometimes the key spawns in the same "section" of the level as the chest. Making sure they're separated by at least a single wall could add some consistency to levels' difficulty.
More dragon-evading measures proposed above sound great as well. :D
simpple and fun :D i liked the graphs and ambience you have done with sounds and music. There are several glitches in graphics like walls changing direction or the dragon repeating frames, also some weird collision poligons on the exit door. the rest it's ok
I really like the stone brick texture, I'm not sure exactly why, but I find it very pleasing. The gameplay could use some more polish, but the idea was straight forward enough to be played by anyone. I would first focus on the collision detection. It's a bit frustrating to be killed by a wall or the dragon, when I can see a large space between us. Then if you still had time next you could add more mechanics (ex. buttons and button controlled walls). But for the time you had it was a good work!
PS. I get that a "mechanically enhanced dragon" fits the theme, but the game doesn't really feel (to me) like "Ancient Technology."
Comments14
I missed being able to move in diagonals (the flying monster can...) and maybe the walls are too sensitive (if hitting it on the side, even if I "push" it, it kills me).
Also, maybe a "hit" animation for the monster would be cool.
Good game! :D
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
I also agree with PeachTreeOath about special movement actions like rolling. Due to certain level designs and erratic dragon movement patters avoiding death is at times down to luck rather than skill. That dodge roll would be a saving grace in such situations.
Good effort overall.
Great Job.
A small thing I noticed: sometimes the key spawns in the same "section" of the level as the chest. Making sure they're separated by at least a single wall could add some consistency to levels' difficulty.
More dragon-evading measures proposed above sound great as well. :D
There are several glitches in graphics like walls changing direction or the dragon repeating frames, also some weird collision poligons on the exit door. the rest it's ok
PS. I get that a "mechanically enhanced dragon" fits the theme, but the game doesn't really feel (to me) like "Ancient Technology."