I really like how you handled the theme. Very unique. The game did crash a few times for me, I think when killing a fire guy, but it wasn't a big deal. Good job!
I got a crash, but it was a neat idea! SEemed like the damage ratios could be adjusted and maybe some different sounds for attacks, or some variations! Nice work!
It's a really cool game.....if it's your first LD. Please ignore the followning comment if you don't want to see critism.
It seems the graphics and music got highly focused. They are cool, obvirously, but not in a comfortable way. The sound effect is cool, but it does little on helping the player to distinguish different damge effect. The characters are cool, but they are always the same, while their level changed. A simple change in scale or color can help to point out the difference between different levels. The sacrifice mechanism - which is cool - become totally useless because of the urgent gameplay and the hard-to-click upgrade buttons. I cannot handle leveling up and killing elements in the same time. Maybe a waiting phase can be added?
Very lovely graphic, I like it! The three element's combat system is fun, and the level-up system is cool but hard to use by control keyboard without a friend's helping HAHA, jiayou!
I liked it a lot! I think the speed at which enemies come hurts the strategy of the game a bit; when the enemies are coming so quickly it's hard to plan out upgrades strategically or handle all the information on screen. Maybe if the difficulty ramped up slower you'd give players a chance to get used to using the upgrades instead of having them overwhelmed from the beginning.
Comments12
It's a really cool game.....if it's your first LD. Please ignore the followning comment if you don't want to see critism.
It seems the graphics and music got highly focused. They are cool, obvirously, but not in a comfortable way. The sound effect is cool, but it does little on helping the player to distinguish different damge effect. The characters are cool, but they are always the same, while their level changed. A simple change in scale or color can help to point out the difference between different levels. The sacrifice mechanism - which is cool - become totally useless because of the urgent gameplay and the hard-to-click upgrade buttons. I cannot handle leveling up and killing elements in the same time. Maybe a waiting phase can be added?
A really good try to make your own music though.
Might I suggest using the contents of the flask to indicate health?
Very fun;)