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I really liked this one!
I wasn't always sure what was going on with the buffs/debuffs, but the base gameplay loop was solid, so I was still having fun the whole time. I think I spent a bit too much time trying to avoid proccing the debuffs (which I think were actually inevitable?), and I definitely didn't realize there was a golden knight to slay until I saw the messages here, but over-all the presentation was fun - I just think it needs some tweaks for clarity and it could make for a really solid experience.
Addictive, especially when you get a good set going, though explosive projectiles might be a bit OP. Like others have said, it's hard to tell the knight from everyone else, and he's pretty inconsequential compared to the actual enemies. You should consider changing the color palette for the enemies and arena, or just the knight. Also maybe a "you win" scene other than tallying up the total points would've been a nice touch, but more a taste thing then a major nitpick.
It took me two tries to beat because I didn’t realize who the knight was at first. The potions + curses add nice variety! Nice work, it was fun!
Nice gameplay loop and music!
The Golden Knight's sprite needs to be more readable in the room full of enemies — it's almost impossible to find him until almost the end of the round. Maybe it was intentional, but I found that I needed to know where he is to direct my attention to more "desirable" clusters of enemies.
Thank you! Nice recommendation, I hadn't thought about that, because the mobs are all following the player and it's getting really messy in later rounds. But you're right, it would be benficial to know exactly where he is to steal kills.
This was fun! I like that you're forced into balancing side effects through potions, though I did start hiding behind the sliding floor side effect because it was actually beneficial for me to rest my fingers (Look no hands!)
Haha, thank you! Yes I thought so too, but I had too much fun with the sliding to change it ;)