Absolutely Barbaric 0.6.1.8
Absolutely Barbaric
The ancient prophecy has come true and the world of Rye has been tainted by darkness! Once peaceful and shy creatures are roaming freely under the moon and terrorize the lands...
The inhabitants of Rye are too afraid to fight back and kill these creatures because they fear to destroy the ecological equilibrium of their world, yet they are waiting for someone, a warrior, who is strong and brave enough to free their lands from the darkness as it was foretold...
This someone is you, a barbarian warrior, who doesn't care about ecological equilibriums but knows how to kill a vicious creature!
You take on the quest to find the seven parts of a powerful artefact with which you can eliminate the darkness, fulfill the prophecy - and get your reward for cleansing the lands!
Absolutely Barbaric is a 2D Hack 'n Slash game where you have to make as much points as possible by killing creatures and collecting coins and gems which can be found in and under destroyable objects and will be dropped by slain enemies!
Free Rye of the Evil that's tainting it and beware of the Minotaur and other boss enemies that will roam through these realms!
Controls:
Move: Arrow keys / W-A-S-D / left analog stick (gamepad) / d-pad (gamepad) / touch buttons d-pad
Attack: Space / left mouse button / A-button (Xbox controller) / touch button attack
Roll (evade): Ctrl left / right mouse button / B-button (Xbox Controller) / touch button roll
pause menu: Esc / Start-Button (gamepad)
This game is still in development! Many parts might be subject to change! More features will be added subsequently.
Feedback and/or bug reports are highly appreciated! ππ
Change log:
0.6.1.8:
- fixed a bug where the player could not return to the title screen from the exit in the Goblin King's Throne Room
- added "P" as an optional button for the pause menu, so the game can be paused in browser as well
- added system button controls: when "back" (on mobile devices) has been pressed, the game will open the pause menu while in game, another press will quit the have to the title screen; pressing "back" in the title screen will quit the game or close open menus
- added social media button to my TikTok account
0.6.1.7:
- fixed a bug where you could not refill your health to max in the skill shop after loading a game
- increased the costs for the 2nd and following weapons, as well as for the health refill, depending on the max health
- added kills and deaths overview when reaching the cave exit in The Forlorn Caves
0.6.1.6:
- fixed a bug where you could not attack with mouse in the tutorial, Central Rye & The Forlorn Caves unless you pressed the "touch controls" button twice
- fixed a bug where the player could get stuck on the last animation frame of "attack" or "roll" after spamming the buttons too fast and not be able to move until they left the game (to title screen) and reloaded it
0.6.1.5i:
- fixed a bug where the total amount of kills hasn't been saved as highscore
0.6.1.5h:
- fixed invisible ghosts in the 'roll tutorial area' in the tutorial level
0.6.1.5g:
- fixed a bug where the game was internally still in tutorial mode when a savegame has been loaded
- fixed the Android build
0.6.1.5f:
- Added a savegame system with 2 slots! It will save your current stats and area you're in but respawns enemies on load!
- The Forlorn Caves are now being randomly/procedurally generated
- Replaced virtual d-pad with a virtual joystick for touch controls
- added flickering to torch light
- fixed a few minor bugs
Known issues:
- sometimes, there will be an empty area in The Forlorn Caves
- some spawned monsters are invisible in the tutorial
- The Android version is still buggy, will be fixed shortly π
0.6.0.Xa:
- reworked the tutorial: replaced description of the controls with button sprites, the gate after the rolling tutorial opens earlier now, added a tutorial description for the necromancer, fixed a bug with the restart of the tutorial
- added sprites for the 3rd weapon upgrade in game
- fixed a bug where the Goblin King (Grinch) was only wandering around his throne
0.6.0.X (Xmas Update):
- It's Christmas time in the world of Rye!
- Player wears a Santa hat
- Added sparkling Christmas tree to title screen
- Added falling snow overlay to title, world map, tutorial & Central Rye
- Changed the colours of the title and highscore boards in the title screen to fit the christmas theme
- replaced worm enemy with Santa's elves (including a bloody death animation!)
- added permanent bloody remains of slain elves
- replaced trees with christmas trees in Central Rye
- added decorations to the bushes in Central Rye
- added mistletoes to the dead trees in Central Rye
- replaced the cactuses with snowmen in Central Rye
- replaced the dirt tiles and the dirt cliff tiles with snowy tiles
- replaced heart of the health pickup with a sugar cane
- replaced the pots in Central Rye with red presents (including unpacking animation)
- added decorations to the Skill Shop
- replaced mushrooms in The Forlorn Caves with brown presents (including unpacking animation)
- replaced ant enemy with Rudolph the red-nosed reindeer (including a bloody death animation!)
- added permanent bloody remains of slain Rudolphs
- added decorations to columns & rock piles in The Forlorn Caves
- The Goblin King is now the Goblin Grinch and wears a Santa hat
- The Goblin King's Throne Room is now The Goblin Grinch's X-Mas Room
- replaced the pots in The Goblin Grinch's X-Mas Room with blue presents
- replaced the statues in The Goblin Grinch's X-Mas Room with big christmas trees
- added decorations to the railings and the wall with the exit door in The Goblin Grinch's X-Mas Room
- reworked small parts of Central Rye
- changed the requirement for opening the door in The Goblin Grinch's X-Mas Room to "own the 2nd key" (dropped by the Goblin Grinch) instead of "kill all enemies"
- minor bug fixes
0.6.0.8a:
- fixed a bug where the player didn't get hurt again when an enemy stayed on them
0.6.0.8:
- fixed the Goblin King's intro animations
- added a second attack mode to the Goblin King and changed the attack pattern: when the player is further away he will now throw a bag of coins that will deal 2 damage and leaves a coin where it lands every few seconds. As soon as the player comes near, the Goblin King will use his stomp attack every few seconds
- added more pots and ants to The Goblin King's Throne Room
- added lights to the statues in the Goblin King's Throne Room
- added another floor pattern around the statues in the Goblin King's Throne Room
- added stalactite traps to The Forlorn Caves: they will trigger a falling stalactite that deals 2 damage when it hits the ground and can also damage enemies π
0.6.0.7:
- reverted the Halloween visuals back to normal
- Central Rye lies in darkness until the Minotaur has been defeated, which will bring back the light
- The ghosts now spawn with random colours and matching glow effect
- added a 'triple kill' overlay for bonus XP
- added a 'Level Up' overlay
- the spike traps have been nerfed: they will now do damage once every second instead of permanently
- added a glow effect to the crystals in The Forlorn Caves
- added the Goblin King to the Goblin King's Throne Room as the 2nd boss enemy! He has a stomp attack that will randomly spawn falling stalactites around him, dealing 2 damage each.
- extended the victory screen which will now show the weapon used to slay the boss enemy and the correct boss enemy
- removed 2 ants from the Goblin King's Throne Room
- fixed some minor bugs
0.6.0.666e:
- fixed a bug where the highscore was not saved correctly
0.6.0.666d:
- finally added the sprites for the 2nd weapon upgrade so it can be now seen in game
0.6.0.666c:
- made the Tutorial checkbox in the main menu more visible
- the death counter has not been saved from every possible "back to title" screen - fixed
- the film grain and noise effect will still be active when the game is paused
- adjusted the crows' and bats' hitboxes and hurtboxes a little more
- added a little more choppable grass to Central Rye
- added more ants to The Forlorn Caves
- added more ants the The Goblin King's Throne Room
0.6.0.666b:
- added a light to the 'death coin' so it can be better spotted in the dark
- reactivated the rotation animation of the death coin
- fixed the death counter on the game over and necromancer's screen so it counts the deaths over all levels
- added death counter to the victory screen in Central Rye
- added a "most deaths" counter on the title screen to display the game with the most deaths
- adjusted the hitboxes and hurtboxes of the crows and bats so the won't fly around the player's head without making damage anymore
- slightly reduced the amount of torches in Central Rye
- the map cannot be accessed from the victory screen anymore when the blue key hasn't been collected yet
0.6.0.666a:
- Adjusted player hurtbox and spike trap hitbox so the player won't be hit when a step away from below
- The last level of The Forlorn Caves was not being loaded - that's fixed now
- the enemy spawn button in the tutorial couldn't be triggered with a controller - fixed
- removed the lights from the Jack-o'-lanterns in Central Rye and placed torches around the level instead
- torches can now be blown out with an axe swipe
- added a death counter to the game over & necromancer's screen
- replaced the coins in the skill shop menu with candy
- the necromancer will demand candy instead of coins now
- more smaller Bugfixes
0.6.0.666 Halloween Special update π:
- The night has fallen upon Rye and the borders between the living and the dead became thin!
- added lighting effects to see in the dark (reduced in html version)
- added a film grain and noise effect
- changed the appearance of the title menu
- modified the player character with a pumpkin head
- replaced pots and mushrooms with jack-o'-lanterns
- replaced coins and gems with candy π¬
- replaced worms with small blue-shaded ghosts
- replaced rats with green-shaded ghosts
- original ghosts are red-shaded now
- replaced title track
- replaced music in world map
- replaced bat sprites and added attack animation
- added attack animation to crows
- minor bugs fixed
Note: the lighting effects can have an impact on the game's performance! If the browser version doesn't run smooth try one of the downloadable versions (scroll down π)!
π Happy Halloween π
0.6.0.4:
- fixed a bug where the player couldn't enter The Forlorn Caves or the map through the passage to The Forlorn Caves
0.6.0.3:
- The Goblin King's Throne Room has been added as the last level in The Forlorn Caves - but the Goblin King will still take some time and comes with the next update
- Added the 3rd enemy type to The Forlorn Caves: the giant cave ant! It's fast and jumps at you when attacking! 4 giant cave ants will wait for the player in the last level until the Goblin King had been finished...
- new feature added: screen shakes when being hit, when you hit an enemy, when killing spree overlays appear, when you die and when enemies die - special effects when boss enemies die!
- fixed enemies attacking quick subsequently several times in a row
- more minor bugs fixed
0.5.9d:
- added water to the environment of all levels! All flying creatures can fly over it, all others can't walk on water π
- adjusted the player's collider
- fixed some remaining issues with the labels on the world map
- added another button to directly travel to The Forlorn Caves when going to the passage in Central Rye
- added a prompt when reaching an exit in The Forlorn Caves
- slowed down the rat's attack speed to 1.5x of the original speed
- the attack touch button shows an axe now
0.5.9.a:
- removed the world map overview when the world map appears
- fixed the not appearing name signs in the world map
- made the camera stay a little longer on the entrance to The Forlorn Caves when it opens
- doubled the animation speed of the rat's attack
- reworked the rat's and the minotaur's hitbox so it's on the teeth/weapon when they attack
- you will be asked now if you want to enter a level when you click it on the world map
0.5.9:
- This is the biggest update yet! Added an interactive world map to travel to the different locations
- A preview version of 'The Forlorn Caves' can be played in 4 levels now when the Minotaur has been defeated!
- destroy mushrooms and crystals in The Forlorn Caves with satisfying destroy animations π€©
- re-added the bats to The Forlorn Caves: now with 3 lives and 2 damage
- added rats as new enemies with 3 damage and 4 lives
- increased drop chances for loot in The Forlorn Caves
- added a new loot type: The Golden Diamond, which can be dropped in The Forlorn Caves and is worth 5 coins
- added random spike traps under the destroyable objects which cause 1 damage but can also be dodged like the enemies - watch your step!
- new music for the map and The Forlorn Caves
0.5.6c:
- made a new animation for destroying the potsπΊ
- adjusted sounds and music volume
- added the possibility to turn off music and sounds in the title menu and pause menuππ
- added social media links to the title menu
- fixed some minor bugs
0.5.6a:
- improved performance slightly more
- moved "movement instructions" at the beginning of the tutorial to the right
- moved enemy spawn button in the tutorial up and attacking animation down
- some smaller Bugfixes
0.5.6:
- MASSIVE performance optimization done! The game runs much smoother and the browser Version can even be played on smartphones (also iPhones!) now!
- new enemy type added: The crow has replaced the bat in the starting level. You'll meet the bat in the upcoming 'Forlorn Caves' levels
- closed two gaps in the starting level where players could exit the level
0.5.5a:
- fixed music playback in the tutorial level
- touch controls now show up in the Android version as the default setting
- Attack and roll are no longer locked when the enemy spawn button in the tutorial is in focus
0.5.5:
- The tutorial can be played now: Just check the box β under the play button and you'll start with the tutorial! If you want to jump directly into the action, then simply uncheck β it! Your settings will be saved between games! π
- added social media buttons to my itch.io and Twitter accounts on the title screen
- replaced the title track and the game over sound
- added short musical indicators for the necromancer and the victory screen
- max health will increase now every 2 (instead of every) player levels
- fixed some small bugs
0.5.4d:
- added construction sites which mark future transition points to other levels
- reworked the coin drop after reviving: instead of several coins and gems there will only be one "death coin" dropped which will have the venue of the remaining coins
0.5.4b:
- The Necromancer will give you a discount on the revive now when you make his dog happy enough πΆπ€
- added additional greetings from the Necromancer when the player died more than once
- Finished and released the Android version
- fixed some smaller bugs
0.5.4a:
- fixed a bug where the player got slowed down when loot had been collected
- raised minimum required coins to be revived by the necromancer from 10 to 30
- merged desktop / HTML5 and mobile builds. It's now also possible to play the desktop & HTML5 versions on a touch screen
- changed open GL renderer to version 2.0, so the HTML5 build can be played on apple devices
0.5.4:
- added new characters: the necromancer and his dog who can revive the players when they died and has the required amount of coins
- You can pet the dog and the necromancer π
- when the player gets revived half of the amount of coins will be paid to the necromancer, the remaining coins will be dropped around the player's dead body and the player will awake at the starting point of the level with half of his possible health
- reduced the Skill Shop costs for attack+1 to 150 + 50 coins per weapon level
- reduced the Skill Shop costs for level up to 50 + 25 coins per player level
0.5.2c:
- Full game controller support added to all versions
- fixed the game over sound starting twice
- added a dead player body to the death animation
- the game over screen will come up now actually after the death animation has finished
0.5.2a:
- fixed a bug where the player could get hurt by dying enemies while the dying animation was playing
0.5.2:
- Added a victory screen which comes up when the Minotaur has been defeated
- reduced the duration of the Minotaur's loot drop from 5 to 2.5s (same amount! π)
- Added a secret area with lots of enemies and possible loot
- Loot floats towards the player now when they're near it
- fixed the too high costs for level up in the skill shop
- fixed level up symbols in the skill shop to show the current weapon in the stats and the next weapon on the 'Attack+1' button
- fixed some small graphical bugs
0.5.0:
- The fox character has been replaced by a barbarian warrior
- The weapon's appearance will change now after purchasing 'Attack +1' in the Skill Shop
- reduced the costs in the Skill Shop and the costs for 'Attack +1' will now rise with the current attack level
- added an Exit button to the Skill Shop menu for the PC versions
- added a small "Hmpf" reaction from the shop keeper when the player comes back after annoying him too much and the prices are still raised
- fixed a bug where the pause menu appeared behind the Skill Shop menu when Esc has been pressed while in the shop menu
- created an app icon for the game
- added a (disabled) 'tutorial' checkbox to the title menu which can be activated in a future update to go through a short tutorial before the actual game starts
- added current version to the title menu
- added more killing spree overlays at 10, 20, 30 & 35 kills and every overlay provides extra XP now!
0.4.8a:
- bug fixed where the worms can be hit while they die, which raises the killing spree killing counter
- fixed the position of the "dust" effect when destroying a vase in the Android version.
0.4.8:
- Skill Shop added, where the player can buy health, attack strength (capped by 2 + defeated boss enemies) & level up (costs are 1000 + player level * 100)
- you can pet the cat ... And the shop keeper in the shop menu
- the shop keeper will raise the prices if the player annoys him too much - and needs some time to calm down and lower the prices again
- added a small window with the current status besides the skill shop menu
- The Minotaur boss enemy will drop his loot now one after another in an area around him over the course of 5 seconds
- fixed a bug where the player could go through a part of the surrounding forest and leave the game area
- attack and roll are now being disabled when hovering over the music and pause button, as well as in the Skill Shop menu (touch controls are being hidden in the shop menu and in the game over screen in the Android build)
- some minor bugs fixed
0.4.6:
- replaced all environment sprites (grass, dirt, cliffs, etc...)
- recreated choppable grass to fit to the new art style
- small fixes in the currently available level
- made d-pad in android build bigger
0.4.4:
- added a spawning animation to the collectible items
- Ghosts are no longer bound to the obstacles of the world and can just fly through them
- increased attack dash speed, attack frequency & reduced knockback of the Minotaur
- the Minotaur will not only drop a key and XP but also random 50 coins/gems
- removed Quit button from HTML build
- replaced the 'A' and 'B' touch buttons with symbols for attack and roll in the Android Version
0.4.3:
- Title track added to title screen
- Reworked title screen: scaled the player sprite down & added eye blinking animation, tweaked the title, made button font outlines bigger
- highscore will be saved permanently now
- killing spree overlays redistributed: they will now appear at 2, 4, 6, 8, 15, 25 & 40 consecutive kills within 3.1s; Bonus XP at 8 (+10), 15 (+20), 25 (+30) & 40 (+40) consecutive kills
- Enemies will give the player XP now when the death animation starts instead of at the end of the death animation
- fixed some render bugs where trees appeared before the player
- more enemies added to the starting level
- Adjusted level up requirements: more XP is required to level up now
- Fixed a bug where the max health cap hasn't been reset on game restart
- exchanged the positions of coins and points indicator
- the dying enemies can't be hit anymore
- increased attack speed and reduced knockback of the Minotaur
0.4.2a:
- added text overlays which will be shown for 1 second when 2, 3, 4, 5 enemies have been killed within the killing spree bonus time
0.4.2:
- Added a killing spree bonus multiplier: killing enemies within 3.5s will give the player double experience from the slain enemies
- Bugfix: music stays off now after resuming pause, when it has been turned off before
0.4.1:
- added XP counter overlay to progress bar
- fixed highscore calculation: now the player level will be correctly multiplied as a factor 1 + 1/10*playerLevel
- added score indicator at the bottom right corner of the screen
- The starting HP have been reduced from 6 to 4
0.4:
- New XP System added: enemies will give XP instead of coins, but also have a drop chance for coins, gems and health
- Max health is now determined by the player level and will be increased by 1 with each level up
- Added a game over screen
- changed calculation of Highscore
- The Minotaur will drop a blue key now... What will it open? π€ (Coming soon...)
- added more destructibles to "empty" areas
- fixed some bugs
0.3:
- Added a pause menu button
- Added an attack state to enemies - except to the bats, they're chill π
- Made the Minotaur boss stronger: more life, faster movement, dash attack every few seconds
- Added an Android build (installation of unknown apps needs to be activated)
0.2:
- Added background music to level (with on/off button)
- added a Highscore that is being displayed in the title menu
- added a pause menu
- added a max health cap at 12 hearts
- added a higher amount of enemies and destructible objects in the level
- added a Linux build
This is a Beta build! Many parts will be subject to change! More features will be added subsequently.
Feedback and/or bug reports are highly appreciated! ππ
Have fun!
Status | In development |
Platforms | HTML5, Windows, Linux |
Rating | Rated 4.7 out of 5 stars (6 total ratings) |
Author | Bucket-full-games |
Genre | Role Playing, Action |
Made with | Godot, GIMP |
Tags | 2D, Action RPG, Dungeon Crawler, Pixel Art, Retro, Roguelike, Top-Down |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any), Touchscreen, Smartphone, Playstation controller |
Accessibility | Interactive tutorial |
Download
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Development log
- Absolutely Barbaric 0.6.0.X XMAS UPDATEDec 16, 2021
- Absolutely Barbaric Pre-Beta β0.6.0.8: completing the Goblin King's attacks &...Nov 11, 2021
- Absolutely Barbaric Pre-Beta β0.6.0.7: post-Halloween update & Goblin King...Nov 10, 2021
- Absolutely Barbaric Pre-Beta β0.6.0.666d Halloween Special bugfixes πOct 29, 2021
- Absolutely Barbaric Pre-Beta β0.6.0.666a Halloween Special bugfixes πOct 25, 2021
- Absolutely Barbaric Pre-Beta β0.6.0.666 Halloween Special update πOct 24, 2021
- Absolutely Barbaric: Bugfix & upcoming Halloween update!Oct 20, 2021
- Absolutely Barbaric Pre-Beta 0.6.0.3: Giant ants, Throne Room & screen shakesOct 16, 2021
Comments
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The arrow keys don't work.
Hi and thx for the feedback!
There might still be a bug in this html version that will be fixed with the next update - which is nearly finished!
Did you try the Windows or Linux version or only html?
I enjoyed this game but I didn't like the flashy lines, they keep distracting me from playing, maybe you can add an option to remove them or make them more subtle, and I also really dislike the spike traps, I can explore the areas with no hit from enemies but then I always get surprised by spike traps, I don't know if this is intentional or not because compared to the rest of the game, it's quite easy so I just found it inconsistent.
But it's still a good game, looking forward to the full game.
Thank you for your feedback!
I've added the film grain and scratches effect only for the Halloween update to get this 'old horror movie' feel. It will be removed with the next regular update π
And yes, I'm aware of the not-that-tough difficulty of the game (at least when you're not hunting for high killing streaks π) so I've randomly added the traps so you have to be more cautious of the environment and to add a little bit of surprise and difficulty π
You can see the spikes coming out before you touch them though ... I'll also add a *ching* sound to get some auditive feedback as well π
Traps in general will be part of all levels and I'll add more as the game grows. I'll be observing the player's reactions to them though. When it gets too frustrating I'll reduce the amount of something π
Thx again for playing! π
The game is really cool, I like the graphic style, the music well blended within the game scenes. The tutorial is clear and drive you through the game mechanic quite easily. Overall well done I really recommend it!
Thank you very much for the kind words! π
It really boosts my motivation and I'm glad you like it!
More content will be added over the next weeks and months so stay tuned!
awakes real retro feeling
lol @ the game over voice.
This is really cute, good feel to it. If it was a long full game and had a few upgrades it'd be worth putting on steam IMHO
Thank you very much for your feedback!
Haha, I felt that this game over sound really belongs into this game π
And I've tested and adjusted the controls many times until they felt good for me - but it's all pretty easy re-adjustable. Might come into play in different terrains... We'll see π
What would be a "long full game" for you? 20+ h game play or...?
My current plans for this game: It will have a story which spans over 5 - 7 levels (some or all will be procedurally generated, haven't decided yet) with different enemies and locations & the currently playable starting level will become a hub from where you can travel to the different levels.
The skill shop will probably travel around with the player - I have to see how that plays.
There might be some more additions that will find a way into the game but that's it.
I haven't planned this game to be very big - it's original scope was actually only this one level but it became so much fun to work on and others seem to like it as well that I've decided to make it biggerπ - it will probably have 2 - 5h gameplay I guess...
Check my Twitter account for nearly daily development updates.
Hey, that's a great game, I will try to give you my feedback as a player and as a game dev, I hope that it could help you someway.
As a Player:
That's a great game, my main game at moment is Path of exile, and I literally loved the combat animation and how it is fluid, when u hit the enemy I really feel the damage.
Idk you this is just a study or a demo for a bigger game, but if you make this game bigger and more complex somehow I will buy it 100%.
As a Game Dev:
The movement feels like I'm walking on ice, if I'm gound right and suddenly turn left I can feel that the player has to turn the velocity gradually goes to 0 and turns to the other side.
Will be cool if you couldn't wall in the clay pots, the art feels inconsistent when I'm walking above it, basically, after that, I started to have a doubt about the walls.
There's no difference between the monsters, I mean, the bat could be faster or have a dash ability, the ghosts could walk through walls, this kind of stuff.
I can interrupt the boss attack, which turns the battle way easy, I can just attack brainless all the time, will be cool if I had to use my roll to dodge something.
Thank you so much for your feedback!
I like the idea of the ghosts that can fly through walls - I'll definitely be playing around with this idea! I've also noticed that the Minotaur is too easy to defeat when hit permanently, so I've increased the attack speed and the friction, so it won't get knocked back so far anymore π
And the movement has been adjusted carefully and tested thoroughly until it felt good for me. I like the little sliding but if there are more players who feel the same like you I can reduce the sliding - no problem π
As for the plans for this game: It will have a few more levels (some or all will be procedurally generated, haven't decided yet) with different enemies and location art - the currently playable level will become a hub from where you can travel to the different levels.
There will be a skill shop where you can buy a better weapon with higher attack strength, life and player levels.
And I'll also add a story to give everything a little more sense π
I'm working on it on 5/7 days per week - so you might want to give the game another try soon π
Got Stomped By Boss !
Game is fun and really like the fluid movement, Basis of a good game and has replay value already, Just cant resist chopping big patches of grass :D
Haha, one of the most satisfying things in such 2D games is chopping down stuff and get rewarded for doing so π
Glad you like it. More will follow soon!
I really love that you can chop grass.. it bring back that old Zelda feel. The minotaur boss could do with being a little stronger. Maybe have his own stylish attack skill or something to make it more challenging for the player. Great so far though.. keep up the amazing work!
Thank you very much! π€©
There, now the Minotaur got more life and a dash attack every few seconds. I might increase the attack rate later... Tell me what you think! π