Apart from the expected lack of polish and time that a game jam brings, the core mechanic could be very satisfying and it's very easy to pick up, keep going mates!
Congrats on your project! There seems to be a floating pixel on some frames of the animation. Also, the game would benefit greatly from a fight where you could practice the parry freely, to get the hang of it before putting to practice on dangerous situations! On a last note, enemies could be better placed on my opnion, as I could walk for a ton of time avoiding most of them. Congratulaciones!
Cool game with a really unique concept! The use of defense as offense works really well. The graphics are beautiful, both the background and the character. The animations are great too, although the walking ones didn't always seem to play. Camera could also be slid back to the left, as it would help to parry in time. I actually really liked the background music too but when I tried to slightly adjust the song volume in the menu, it did not really seem to work.
Thank you very much for your reviews, we are going to take into account everything you tell us to continue evolving the game, as my partner said it is the first time we participated in this jajaj.
Beautiful art, game movement is smooth, but combat really occurs at too close distance. Also camera not always show you who shooting at you. I've managed to defeat some purple thing in rightmost room, but double jump isnt enough to get out, may be I missed some in the beginning of the map. I've enjoyed this game. It feels like some old games like shadow of the beast.
Combat throug parrying is a great idea, but for it to work well the animation of enemy attack must be very clear and readable so the player can predict when to rice the shield.
Hey guys congrats on your first entry! Art is pretty good.
I made it to the bottom of the cave on the far right, but then couldn't get out.
So here's some feedback:
· Enemy attacks are literally imposible to time unless you memorize the distance (I used dashing to minimize error here, but what I really think you need is a "Tell" animation (Something to let players know when they're going to attack, like a fireball being cast, or enemies moving their arms (Tell sounds work wonderfully too)
· Sound effects are interrupted, probably by its owner being destroyed, if that's the case, you probably can hide it or move it really far instead of destroying it so the sound can finish playing.
· The camera puts players in a situation that combined with the absence of tell in enemy animations makes it super hard to survive when running, I would have the camera be either faster while following the enemy, or having a special offset while running ( So the cahracter is closer to the center of the screen rather than the border).
The graphics look good in isolation(barring all the errors like the green pixels in the animation, see-through terrain and such), but they fail to come together into a cohesive whole. Biggest issue is varying pixel sizes(and that blurry statue etc). My thoughts on the combat have already been stated by others, but I did find it an interesting concept. Most of my issues probably comes down to inexperience with your tools, which is great as they will disappear as you just keep doing what you're doing. You guys did a great job, hope you return for the next one!
Comments15
PD: la flor parece un pokemon jajajaja esta genial !!
We also do 2D game
Graphics and sound are really good.
I made it to the bottom of the cave on the far right, but then couldn't get out.
So here's some feedback:
· Enemy attacks are literally imposible to time unless you memorize the distance (I used dashing to minimize error here, but what I really think you need is a "Tell" animation (Something to let players know when they're going to attack, like a fireball being cast, or enemies moving their arms (Tell sounds work wonderfully too)
· Sound effects are interrupted, probably by its owner being destroyed, if that's the case, you probably can hide it or move it really far instead of destroying it so the sound can finish playing.
· The camera puts players in a situation that combined with the absence of tell in enemy animations makes it super hard to survive when running, I would have the camera be either faster while following the enemy, or having a special offset while running ( So the cahracter is closer to the center of the screen rather than the border).
Most of my issues probably comes down to inexperience with your tools, which is great as they will disappear as you just keep doing what you're doing. You guys did a great job, hope you return for the next one!