Monster Slayer Demo 2020

Logana

Well-known member
sure have improved since this, as a first byte off gam its decent but not good, i will do better next year
 

Logana

Well-known member
even the music seems void, kind of a representation of how I felt in life at the time i wrote it, maybe im reading to much into it
 

August Renders

New member
I heavily criticize the look of the title screen. It hurts my eyes! What is this, the Problem Solverz?! LOL. The flashing title text is distracting, I don't know what the background is supposed to be. Is it rain? Fire should be pointy towards the top, not round. Also, why move in a direction to play when we should have to hit the "Start" button? Also, the start instructions are misleading. It says you have to move left to start the game, when you really need to move right.

Not only can you use the axe-throwing as a weapon to fight monsters, but it is also a tool for cutting down bushes. Acclaim-worthy games like Mario and Metroid do the same: the main mechanic is both a weapon and a tool. Mario's jumping can be used to hit surprise blocks and squash enemies, and Samus' laser gun can destroy alien monsters and open doors. Unfortunately, this game mechanic is not properly introduced to the player.

Here's how the mechanic should be introduced:
Tell the player that they can throw their axe by pressing "A." > Have them strike down a statue of a monster, teaching them what this mechanic is for. > Introduce monsters in the next part of the game. > Add more elements to ramp up the difficulty as the game continues. > Test the player's skills with a boss monster. Make sure that the boss has elements similar to those which were used to attack the player before.

You only get one bush to chop down, which is not a good thing. Removable bushes should be in many different places throughout the game.

You can't pause the game, which is annoying.

I'd prefer that there be both big and small trees. Having only big trees is just bland.
Same goes for the ghostly path. Make a variety of spooky background elements. Not just skulls.

Why does the character's walking animation not stop when he stops moving? Is he jogging in place?

There's music, but the static beat in the background is loud and distracting.

The game lacks in sound effects.

When you create a "dialog" box, there should be a n outline of black tiles around the text,
because otherwise the dialog box is uncomfortable to look at.

I criticize the way the water is animated. The way it flashes white is just distracting.
Also, the water is not animated on certain screens.

A knight was there to tell you that you can't kill ghosts, but can stun them.
That's good game design, to tell the player what's coming up next.

The ghosts don't really have a proper stun animation. There should be different sprites for when that happens.

I'd like it if the final boss had projectiles that could fire at you. But, of course, there should be projectiles fired in
the earlier parts of that ghostly path, in order to prepare the player for this final fight.
 
Last edited:
Top Bottom