General: -last demo is 15mb, this one is 117mb :thinking:
UI: -nice that alt+enter beeps -I expect game to pause on alt tab -would either quiet the music down or silence it on pause -don't ever allow mashing Esc to quit the game -the mouse reacting movement is cool but distracting, tone it down to 0.01 of the current amplitude --try exitting mouse by top window and coming back through the bottom -- janky -the Escape button contextualization is dogshit, make it do the same thing and no more -nice font
Sound: -music is good -sound effects are good
Gameplay: -fuck your screenshaking -the shake doesn't shake the text, I know you want it readable, but it breaks immersion -just let me turn that shit off -the attack animation is way too slow -suggestions: --when I mess up, I'd prefer then entire word to collapse and play a miss animation --pressing backspace is contextually retarded, drop that --make the words form a story ---then you can have special words, which accept multiple words for those who paid attention -end level text should write 10x the current speed -I can't into French
Eh. The mechanics need more polish. Some menu work and option settings will go a long way.
Had some fun! You could add some items or pickups to spice things up. You could also bound menu paralax a bit better because while it's not easy to break it can be done :D
Went through until I had killed three mages, just to make sure there wasn't any content still waiting for me. I would love to see more varied enemies or stages as the game progresses.
Other things of note:
After the first section it asked me to name my power, which I assume meant assigning the keyword for the bombs (I never used them so not sure). However that word isn't displayed, so I could see players forgetting what keyword they picked.
I got one section of story text and the rest were French excerpts from a Merlin story. I'll assume this was intentional and is your 'Lorem Ipsum' equivalent.
Defending from the mage felt weird since completing a defensive word has no immediate effect.
It's hard to read the combo counter (or any other UI element) while killing enemies, it might be nice to have a small pop-up from the enemy that displays your new combo count.
I love games like Typing of the Dead, so I know there's all sorts of things you can do with this genre. Will be nice to see what you decide to add in the future.
Nice little demo. Without checkpoints of some sort it was way to difficult for me to complete it since each time you die you have to slog through the previous section and the enemy variety is lacking.
I am wondering if there is some way to block the miniboss attacks? Overall you just need more content and mechanics. More varied ways to interact with the world via spellings.
I like the spell idea for example, but I really dont find any reason to use it, as it wasnt effective in bursting down the mini boss.
Just add more enemy types with different spelling schemes. I'm sure you know of it, but Typer Shark Deluxe is a good game to look at for this sort of gameplay. You should at least have everything typer shark had+more.
Like the pixelart and basic gameplay loop. I do wish there were more types of enemies that would differently or demand different typing to break variation. Also, the english translation stops after the first boss, it was a text about Merlin that was shown in french.
The boss was a bit hard to follow, i didnt know how damage i had to do and i do wish there was a way to counter his attacks. It would be cool if i could type a phrase to negate it or if i typed his word quicker than him it would counter.
Comments
General:
-last demo is 15mb, this one is 117mb :thinking:
UI:
-nice that alt+enter beeps
-I expect game to pause on alt tab
-would either quiet the music down or silence it on pause
-don't ever allow mashing Esc to quit the game
-the mouse reacting movement is cool but distracting, tone it down to 0.01 of the current amplitude
--try exitting mouse by top window and coming back through the bottom -- janky
-the Escape button contextualization is dogshit, make it do the same thing and no more
-nice font
Sound:
-music is good
-sound effects are good
Gameplay:
-fuck your screenshaking
-the shake doesn't shake the text, I know you want it readable, but it breaks immersion
-just let me turn that shit off
-the attack animation is way too slow
-suggestions:
--when I mess up, I'd prefer then entire word to collapse and play a miss animation
--pressing backspace is contextually retarded, drop that
--make the words form a story
---then you can have special words, which accept multiple words for those who paid attention
-end level text should write 10x the current speed
-I can't into French
Eh. The mechanics need more polish. Some menu work and option settings will go a long way.
Hey, thanks for the feedback!
It's the music.
I might do that, good suggestions.
I took that idea from touhou games. I like it. If it works for ZUN it works for me.
You can already turn it off. The option has been there since DD21.
The french text is a place-holder.
Had some fun! You could add some items or pickups to spice things up. You could also bound menu paralax a bit better because while it's not easy to break it can be done :D
You're welcome! Thanks for the tip about parallax, I'll investigate it.
Went through until I had killed three mages, just to make sure there wasn't any content still waiting for me. I would love to see more varied enemies or stages as the game progresses.
Other things of note:
I love games like Typing of the Dead, so I know there's all sorts of things you can do with this genre. Will be nice to see what you decide to add in the future.
Yep, the merlin text is just a place-holder. The constructive crticism will be put to good use, thank you!
I love the style and music, I got some lewd words even haha. Will it come out for mobile too? I think it would fit well
Thank you! I'm not planning on releasing the game on mobile right now but you never know what could happen!
Nice little demo. Without checkpoints of some sort it was way to difficult for me to complete it since each time you die you have to slog through the previous section and the enemy variety is lacking.
I am wondering if there is some way to block the miniboss attacks? Overall you just need more content and mechanics. More varied ways to interact with the world via spellings.
I like the spell idea for example, but I really dont find any reason to use it, as it wasnt effective in bursting down the mini boss.
Just add more enemy types with different spelling schemes. I'm sure you know of it, but Typer Shark Deluxe is a good game to look at for this sort of gameplay. You should at least have everything typer shark had+more.
Heres my gameplay vid:
Thanks for the feedback! You play for a high-score so I'm not planning on adding checkpoints.
You can parry the boss' attacks by typing the word above you..
You use the spell to clear all enemies on screen. I could also make it do more damage against the boss too.
Fun!
Like the pixelart and basic gameplay loop. I do wish there were more types of enemies that would differently or demand different typing to break variation. Also, the english translation stops after the first boss, it was a text about Merlin that was shown in french.
The boss was a bit hard to follow, i didnt know how damage i had to do and i do wish there was a way to counter his attacks. It would be cool if i could type a phrase to negate it or if i typed his word quicker than him it would counter.
Good job!
Thanks for the feedback!
The merlin text is a place-holder. You can parry the boss' attacks by typing the word above your head.