Hm, the game crashes when I try to enter the first room. I'm on Win 7. Not sure what engine this is or where the error logs would be stored.
That said, the first 30 seconds were really good! I love the AGDG splash screen, and the dash feels great — it's super high velocity. It's neat how the character pauses at the peak of the jump as well.
The first room of the mansion, right? I think I know what the problem is.
The game is made in Fusion 2.5, so I don't have any sort of error logs or anything, but since you mentioned it was the first room that crashes, I have a theory on what is going wrong. I have this gradient layering effect I'm using and the game runs in Direct 3D 9. Having the options to lower or turn off those settings might solve the issue, as you were able to play the opening bit in the woods just fine (which has no layered gradient effects). I will be sure to add these options to the Options box in my first patch run this weekend.
Yeah, the mansion. I have a gaming PC so it isn't a performance issue, but it could be some obscure hardware or driver incompatability, idk. But I can try it when you push a patch.
Cute and fun game, the movement feels nice and it has a good layer of polish. My one complaint is how firing the ranged attack midair comes from where the floating thing is (and it falls slower than you)but firing on the ground makes the attack come from you; it's hard to aim and hit stuff while jumping.
I like the Castlevania games a lot and thought this was pretty awesome. It's a very faithful homage to those games - though at the same time, the projectile gives it a mechanic that makes it stand out. The visuals and music are really nice. Have you considered adding knockback for flying enemies like the poltergeist? I thought they were kind of frustrating to fight (especially in the first room it appeared in due to its architecture).
I think there will be some enemies that should have knock back, especially if they are free roaming and are not restricted by the environment. I plan to redo the enemies completely now that I have a better system developed to make them all behave similarly. Knock back and hit stun will be greatly considered when I do so.
Comments
Hm, the game crashes when I try to enter the first room. I'm on Win 7. Not sure what engine this is or where the error logs would be stored.
That said, the first 30 seconds were really good! I love the AGDG splash screen, and the dash feels great — it's super high velocity. It's neat how the character pauses at the peak of the jump as well.
The first room of the mansion, right? I think I know what the problem is.
The game is made in Fusion 2.5, so I don't have any sort of error logs or anything, but since you mentioned it was the first room that crashes, I have a theory on what is going wrong. I have this gradient layering effect I'm using and the game runs in Direct 3D 9. Having the options to lower or turn off those settings might solve the issue, as you were able to play the opening bit in the woods just fine (which has no layered gradient effects). I will be sure to add these options to the Options box in my first patch run this weekend.
Yeah, the mansion. I have a gaming PC so it isn't a performance issue, but it could be some obscure hardware or driver incompatability, idk. But I can try it when you push a patch.
Any video footage is helpful! Thank you for giving it a try!
Cute and fun game, the movement feels nice and it has a good layer of polish. My one complaint is how firing the ranged attack midair comes from where the floating thing is (and it falls slower than you)but firing on the ground makes the attack come from you; it's hard to aim and hit stuff while jumping.
Projectile is very basic at the moment and not fully explored design wise. Thank you for pointing it out though and for playing the build!
I like the Castlevania games a lot and thought this was pretty awesome. It's a very faithful homage to those games - though at the same time, the projectile gives it a mechanic that makes it stand out. The visuals and music are really nice. Have you considered adding knockback for flying enemies like the poltergeist? I thought they were kind of frustrating to fight (especially in the first room it appeared in due to its architecture).
Thank you so much for giving the build a go!
I think there will be some enemies that should have knock back, especially if they are free roaming and are not restricted by the environment. I plan to redo the enemies completely now that I have a better system developed to make them all behave similarly. Knock back and hit stun will be greatly considered when I do so.