Change Is Inevitable

co-authored: @arisuki
Overall★★★★★★★★★★3.00
Fun★★★★★★★★★★2.80
Innovation★★★★★★★★★★2.85
Theme★★★★★★★★★★3.10
Graphics★★★★★★★★★★4.15
Audio★★★★★★★★★★2.75
Humor★★★★★★★★★★2.44
Mood★★★★★★★★★★3.33
Change is Inevitable! Fight your way through a dungeon where, if you go through a portal, your entire play style has to change!

There are three weapons:

- Force Field: a yellow attack that has to charge up. Hits hard but has a long cooldown.

- Hammer: a massive hammer that slams down on enemies, but like the Force Field, must charge up and has a long cooldown.

- Sword: a light sword; less damage, but also less of a cooldown and no charge.

Navigate with WASD and attack with the mouse button; hold down mouse button to charge attacks, when applicable. Press escape to pause the game.

Enjoy!

Comments6

Sodor4 Oct 2021, 22:48
The concept is really cool! The music and art were very lovely, great job!
Bomb-X
Bomb-X5 Oct 2021, 14:55
Pixel art is really cute!
I was stuck with the "sword", really difficult to touch with that range! maybe you should change weapon every room so it feels more unstable?
Good job! :)
Ethernal Tech
Ethernal Tech9 Oct 2021, 01:45
I really love this graphics, good job :3
Euler Moises
Euler Moises9 Oct 2021, 01:49
My favorite type of game. Top-down adventure.

The art was very beautiful. Well-prepared pixel-art.

The music was much to be desired. A very small looping and a very confusing song. I suggest listening to more game music to create repertoire.

One thing that got in the way a little was the fact that the character turns down when we let go of the controller. If we want to hit the enemy that is coming from the side and released the ASDW it turns down and attacks wrong.

Congratulations for the game.
LittleBeardMan
LittleBeardMan9 Oct 2021, 01:59
I really like the art. The idea is pretty interesting as well, having your primary attack be random and change between rooms.

With that being said I do wish the attacks in the game were, well, better. I think having an immediate, weaker, version of each attach would have helped a lot. I think each type of attack could feel more distinct. One being AOE, another being ranged (Just examples, not necessarily what would be best), would go a long way in terms of making the player play differently when they get a new weapon. Now you just hold z if it's not the sword, otherwise you spam z.

I think this type of dungeon crawler could work pretty well! It's worth polishing I think.
JPGFG
JPGFG11 Oct 2021, 03:01
Graphics reminded me of the legend of zelda. Specifically a link to the past!
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