- camera should be more responsive now - dialog box doesn't stay when you exit npc area - text font is bigger - fixed the gem that was leading people to die - sound effect for taking dmg - hitbox is now a square, should be less slippery - no longer in debug mode - projectile animated - menu name fixed
Pretty good for something made in a week, I like the art and music.
- As others said, that bunny drank too much coffee.
- Lots of leaps of faith (I don't know what I'm going to land on next), especially bad when I see a diamond in the air and think "Oh there must be a platform under that" only to die.
- The level feels very disjointed and chaotic, which doesn't help knowing what to expect next.
- No feedback when you get hurt. Also the snails' damage is random? Sometimes I get hit for 2 and sometimes for 1. Probably a bug.
- If you talk to the wolf guy at the start and leave, you can't skip his text again until you come back to him.
- You fully stop for some time when you attack while on the ground, but not in the air.
- You exported with debug mode on, that's why there's the console. Uncheck "Debug mode" when you save the exported file.
- please add hitmarkers - add more lookahead to the camera - also you should look into coyote time, there were a few jumps I had to make when sliding off the edge of a platform like this one and it felt very RNG
It was hard to tell when I was taking damage without any sound, effect, or knock back happening when I touched a spike or a snail. I had thought that I could jump on the snail since nothing happened.
There are a lot of leaps of faith happening where I cant tell where I would land would be safe. Maybe something in the background like a vine or anything to show where my safe landing spot would be.
I think the player or the environment is using a circle or capsule collider because I was doing a bunch of neutral jumps near the edge and slid off a platform.
Really charming graphics, I like the pixelart a lot and the music. The Rabbit's idle animation is a bit hyperactive.
Decent gameplay for how quickly you made it. But camera was a bit iffy. If you fall/jump from high up the camera doesn't keep up with you until you're at the bottom of the screen. and you can't pan the camera down to look at ledges off screen. So I couldn't really tell whether I'd land on a platform or a bottomless pit and once I could, it was too late to change direction.
Beat the game, found a way to push snails around and got one under the fox's hut. Bunny girl is too hyper for her own good and needs to calm down.
It looks pretty good for a 7 days game, the art style is charming. I think that the character needs a bit of momentum to start and stop moving and that the way you can change speed on the air is a bit too abrupt.
Comments
Everyone already pointed out the flaws, but kudos for the pixelart. I liked it.
a small update with fixes
- camera should be more responsive now
- dialog box doesn't stay when you exit npc area
- text font is bigger
- fixed the gem that was leading people to die
- sound effect for taking dmg
- hitbox is now a square, should be less slippery
- no longer in debug mode
- projectile animated
- menu name fixed
thanks everyone for the comments
Pretty good for something made in a week, I like the art and music.
- As others said, that bunny drank too much coffee.
- Lots of leaps of faith (I don't know what I'm going to land on next), especially bad when I see a diamond in the air and think "Oh there must be a platform under that" only to die.
- The level feels very disjointed and chaotic, which doesn't help knowing what to expect next.
- No feedback when you get hurt. Also the snails' damage is random? Sometimes I get hit for 2 and sometimes for 1. Probably a bug.
- If you talk to the wolf guy at the start and leave, you can't skip his text again until you come back to him.
- You fully stop for some time when you attack while on the ground, but not in the air.
- You exported with debug mode on, that's why there's the console. Uncheck "Debug mode" when you save the exported file.
Keep at it!
- please add hitmarkers
- add more lookahead to the camera
- also you should look into coyote time, there were a few jumps I had to make when sliding off the edge of a platform like this one and it felt very RNG
not bad though, good start to a platformer
This game is cute all around.
It was hard to tell when I was taking damage without any sound, effect, or knock back happening when I touched a spike or a snail. I had thought that I could jump on the snail since nothing happened.
There are a lot of leaps of faith happening where I cant tell where I would land would be safe. Maybe something in the background like a vine or anything to show where my safe landing spot would be.
I think the player or the environment is using a circle or capsule collider because I was doing a bunch of neutral jumps near the edge and slid off a platform.
Looking forward to seeing where you take this.
Really charming graphics, I like the pixelart a lot and the music. The Rabbit's idle animation is a bit hyperactive.
Decent gameplay for how quickly you made it. But camera was a bit iffy. If you fall/jump from high up the camera doesn't keep up with you until you're at the bottom of the screen. and you can't pan the camera down to look at ledges off screen. So I couldn't really tell whether I'd land on a platform or a bottomless pit and once I could, it was too late to change direction.
But I had fun playing the level overall.
Cute game. Really liked the music. Especially like the track in the title screen.
Any plans for savepoints or did I just not get far enough to see one?
I think a larger font for the text would be nice.
>savepoints
game / level's actually p short, shouldn't take more than a few minutes
Beat the game, found a way to push snails around and got one under the fox's hut. Bunny girl is too hyper for her own good and needs to calm down.
It looks pretty good for a 7 days game, the art style is charming. I think that the character needs a bit of momentum to start and stop moving and that the way you can change speed on the air is a bit too abrupt.