-The multiple downloadable .exes are confusing, if you want to include older versions, I suggest having a separate download "older_versions" so it's obvious which one to get by default -The aesthetics are fantastic, but I feel that the smooth gradient is taking away much of the charm -Please don't let me click the background as a valid option select -- both inacurate and when switching back to the window it automatically selects something -It's hard to see which option I have selected -There's 3 people working on this, woah -I would not separate ui and game scaling -Add a button to clear the whole string, or don't accept invalid strings, I don't think backspace should be a part of the gameplay (I know ctrl+backspace is a thing) -Please justify-align the story text -I couldn't see the text above the wraith, consider adding a black text outline -I don't think there should be a delay in the attack after you type in the last letter, since then you can directly feel the close calls
It's polished, smooth, looks and sounds nice. I feel like the one thing that's missing is some form of variation on the theme or progression, since once I lose, I don't know why I would replay other than for the score, which I don't care about.
From the art on the page I can already tell it's improved significantly, and the sounds/music are great!
The first time I played I didn't even know there was a hud. It didn't appear until after I died. This is repeatable, happening 3 out of 3 times I started the game. It's obviously much easier to play with a health bar, and really adds to the tension, but honestly playing without the hud was kind of neat. I just kept on typing without any fear of death. Is that intentional?
Every text prompt after the first had the same block about a utilitarian accessory.
The varied enemy types are fun! The word difficulty curve is great.
The blocking mechanic is really cool, but I don't like to have to backspace the entire word when you miss typing the block. But is that part of the difficulty in a typing game? I don't know. I can't tell if this is a good design choice or a bad one. It would be nice if there was a delete-all key or even if Ctrl+A was allowed, but that's just me. And either way it's not that bad to deal with.
I wish the window for blocking a boss attack was a little bit wider than it is. It seems like the window closes right as the boss "casting" animation starts, instead of when the projectile sparks actually hit the character. Same with the floaty green ghost and his big chain.
But dang I wish I played this last demo day, it's really polished and nice; I can't wait to play more! Keep up the good work!
>From the art on the page I can already tell it's improved significantly, and the sounds/music are great!
Thank you!
>The first time I played I didn't even know there was a hud. It didn't appear until after I died. This is repeatable, happening 3 out of 3 times I started the game. It's obviously much easier to play with a health bar, and really adds to the tension, but honestly playing without the hud was kind of neat. I just kept on typing without any fear of death. Is that intentional?
>Every text prompt after the first had the same block about a utilitarian accessory.
I'm aware of these issues, couldn't fix them in time.
>The blocking mechanic is really cool, but I don't like to have to backspace the entire word when you miss typing the block. But is that part of the difficulty in a typing game? I don't know. I can't tell if this is a good design choice or a bad one. It would be nice if there was a delete-all key or even if Ctrl+A was allowed, but that's just me. And either way it's not that bad to deal with.
There's Ctrl+Backspace or a key of your choice in the options menu (DEL by default)
Comments
-The multiple downloadable .exes are confusing, if you want to include older versions, I suggest having a separate download "older_versions" so it's obvious which one to get by default
-The aesthetics are fantastic, but I feel that the smooth gradient is taking away much of the charm
-Please don't let me click the background as a valid option select -- both inacurate and when switching back to the window it automatically selects something
-It's hard to see which option I have selected
-There's 3 people working on this, woah
-I would not separate ui and game scaling
-Add a button to clear the whole string, or don't accept invalid strings, I don't think backspace should be a part of the gameplay (I know ctrl+backspace is a thing)
-Please justify-align the story text
-I couldn't see the text above the wraith, consider adding a black text outline
-I don't think there should be a delay in the attack after you type in the last letter, since then you can directly feel the close calls
It's polished, smooth, looks and sounds nice. I feel like the one thing that's missing is some form of variation on the theme or progression, since once I lose, I don't know why I would replay other than for the score, which I don't care about.
I LOVE THIS GAME
From the art on the page I can already tell it's improved significantly, and the sounds/music are great!
The first time I played I didn't even know there was a hud. It didn't appear until after I died. This is repeatable, happening 3 out of 3 times I started the game. It's obviously much easier to play with a health bar, and really adds to the tension, but honestly playing without the hud was kind of neat. I just kept on typing without any fear of death. Is that intentional?
Every text prompt after the first had the same block about a utilitarian accessory.
The varied enemy types are fun! The word difficulty curve is great.
The blocking mechanic is really cool, but I don't like to have to backspace the entire word when you miss typing the block. But is that part of the difficulty in a typing game? I don't know. I can't tell if this is a good design choice or a bad one. It would be nice if there was a delete-all key or even if Ctrl+A was allowed, but that's just me. And either way it's not that bad to deal with.
I wish the window for blocking a boss attack was a little bit wider than it is. It seems like the window closes right as the boss "casting" animation starts, instead of when the projectile sparks actually hit the character. Same with the floaty green ghost and his big chain.
But dang I wish I played this last demo day, it's really polished and nice; I can't wait to play more! Keep up the good work!
>From the art on the page I can already tell it's improved significantly, and the sounds/music are great!
Thank you!
>The first time I played I didn't even know there was a hud. It didn't appear until after I died. This is repeatable, happening 3 out of 3 times I started the game. It's obviously much easier to play with a health bar, and really adds to the tension, but honestly playing without the hud was kind of neat. I just kept on typing without any fear of death. Is that intentional?
>Every text prompt after the first had the same block about a utilitarian accessory.
I'm aware of these issues, couldn't fix them in time.
>The blocking mechanic is really cool, but I don't like to have to backspace the entire word when you miss typing the block. But is that part of the difficulty in a typing game? I don't know. I can't tell if this is a good design choice or a bad one. It would be nice if there was a delete-all key or even if Ctrl+A was allowed, but that's just me. And either way it's not that bad to deal with.
There's Ctrl+Backspace or a key of your choice in the options menu (DEL by default)