Fun game, got to boss on tenth floor. Not unfamiliar with this type of game, but I think almost everything was intuitive, and i could figure out whats going on. Notes scattered around the dungeon as tips is a nice touch though.
One thing that caused me confusion was what the states ailments do. Granted I used some item that gave me multiple at once so I might have been able to piece it together myself if I only got one of them at a time.
The other was im not sure, is the lamp just to help visually or is there some sort of higher miss chance or something when its not on?
parry/dodge system is cool. Wasnt always sure what the timing should be with the 2D enemies, but might just be a mater of learning their patterns over multiple runs.
Ran into a few glitches.
First was crash that happened after I used an ankh item that boosted my max health and lowerd current to 1, and I used a potion to heal back to full right after. Crash was either right after healing or as I closed the menu, not sure. I did see my health go back to full though on my healthbar before crashing if that helps.
I spawned onto the first floor trapped inside an object.
This one might not be a glitch but I spawned into a floor with where it seems the enemies where all already dead. Saw the little blood piles around the floor. Thought it might be something weird with the slime summoning ring or the passive lighting attack I just got. But there was a shopkeeper on that floor so might be normal?
Thanks for the fun demo, and cant wait to see this game finished!
While it is somewhat easy to figure out what each status ailment does, I might add what they actually do as tips in the notes you mentioned, just to help a bit.
The lamp is just there to help with visibility. I usually try to not have "hidden" buffs in stuff overall.
The timing for enemy parries will become much easier to read once I implement full animations sometime soon, stay tuned!
Thanks for the bug reports too, I'll work on fixing them right away!
Oh, and the floor with the dead enemies was intentional, just as a small break after bosses, sponsored by the local merchant.
The game is locked at 60 fps, but if your computer can't handle it it'll try to antilag to keep the game speed consistent.
I'll think of a better way to show the effect of the boundless power and time slow if they're too much.
Since you're the second (or first?) person to aggro the shopkeepers too often, I'll add a grace hit to them, to avoid accidents too.
I like having to manually count and really feel how much gold you have, and its weight, instead of it being just a number. But I'll see if I can make some space for a counter in the inventory.
Ranged weapons are entirely balanced around the difficulty in hitting enemies with them. It's a good idea to avoid using them against ranged enemies, as it's much better to go for melee attacks, sometimes even unarmed.
Yeah, that doesn't sound right. I'll assume you have 8 GB or more of RAM. You can press HOME in the title screen to enable DEBUG mode, which displays an FPS counter in the top-left once you're in-game (if it doesn't show up, press and hold J).
The look of the game is great. The sound is great too. Nice work there. I liked the clarity and consistency of the items you get, and the games systems. They're communicated well. Landing hits and blocking all feel good. But I can't help but feel there is more unrealized potential in the combat system. I'll leave it up to you to determine how much of that is me, not having played very deep into the game.
There was a bit too much of a "rock em sock em" robots feel to the combat, at points. I hit you, you hit me. If I backed up to try and avoid a hit, I still got hit. Blocking, then counter attacking, I still get hit. I need to use the dodge more, but I also don't feel rewarded for blocking at all. I can just run up with block held down, and I'm guarnteed to block. But then I can't really capitalize on that at all.
A "parry" style block might be better suited to this. Where you have a window of "block" after you hit the button. That was I have to pay attention to what the enemy is about to do and respond.
When I used a big slow weapon (the pike), I kind of expected it to have more of an effect on the enemy, too. It hurt them, but they didn't really react to it at all.
Anyway, I think some small changes could add a lot of depth to the combat. Either way, it's a good game. Keep it up.
Glad you liked it. And actually, those things you requested are already in the game, it was only a matter of experimenting more, and maybe finding the right tip notes on the floor.
You can parry attacks to stun enemies for a good while, shields even make a mention to this, as their only stat is Stagger on Parry. Pikes and other weapons with different ranges actually have a significantly different AoE, and you can easily kite enemies with it, specially together with kicking. Characters with higher AGI may also benefit from the classic hit and run backstepping to zone enemies out. Higher STR characters with stronger weapons also hitstun enemies for a longer period, but that rarely is enough to stunlock them on its own. Another good tip is that you can actually cancel any animation with dodges, making for some sick plays!
Discovering these small mechanics and tricks actually is my game's metaprogression!
Comments
Fun game, got to boss on tenth floor. Not unfamiliar with this type of game, but I think almost everything was intuitive, and i could figure out whats going on. Notes scattered around the dungeon as tips is a nice touch though.
One thing that caused me confusion was what the states ailments do. Granted I used some item that gave me multiple at once so I might have been able to piece it together myself if I only got one of them at a time.
The other was im not sure, is the lamp just to help visually or is there some sort of higher miss chance or something when its not on?
parry/dodge system is cool. Wasnt always sure what the timing should be with the 2D enemies, but might just be a mater of learning their patterns over multiple runs.
Ran into a few glitches.
First was crash that happened after I used an ankh item that boosted my max health and lowerd current to 1, and I used a potion to heal back to full right after. Crash was either right after healing or as I closed the menu, not sure. I did see my health go back to full though on my healthbar before crashing if that helps.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_player:
Unable to find any instance for object index '102874' name '<undefined>'
at gml_Script_draw_icon
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_draw_icon (line -1)
gml_Script_draw_HUD
gml_Object_obj_player_Draw_75
I spawned onto the first floor trapped inside an object.
This one might not be a glitch but I spawned into a floor with where it seems the enemies where all already dead. Saw the little blood piles around the floor. Thought it might be something weird with the slime summoning ring or the passive lighting attack I just got. But there was a shopkeeper on that floor so might be normal?
Thanks for the fun demo, and cant wait to see this game finished!
Thanks for the review, and I'm glad you liked it!
While it is somewhat easy to figure out what each status ailment does, I might add what they actually do as tips in the notes you mentioned, just to help a bit.
The lamp is just there to help with visibility. I usually try to not have "hidden" buffs in stuff overall.
The timing for enemy parries will become much easier to read once I implement full animations sometime soon, stay tuned!
Thanks for the bug reports too, I'll work on fixing them right away!
Oh, and the floor with the dead enemies was intentional, just as a small break after bosses, sponsored by the local merchant.
yo this game looks real different since last time, i like it
game seems to be running at locked 45fps for some reason
boundless movement ring makes head bobbing really agressive
shopkeepers look way too scary, i tend to attack them out of pure reaction, it should prob be harder to aggro them
the overlay effect from slow down time is way too much, cant see shit
there should probably be a way to see all your gold that doesnt involve cheking your items
ranged weapons feel real hard to hit for some reason, maybe it needs a crosshair for them or somthing
love the game speed option btw
Thanks for playing!
The game is locked at 60 fps, but if your computer can't handle it it'll try to antilag to keep the game speed consistent.
I'll think of a better way to show the effect of the boundless power and time slow if they're too much.
Since you're the second (or first?) person to aggro the shopkeepers too often, I'll add a grace hit to them, to avoid accidents too.
I like having to manually count and really feel how much gold you have, and its weight, instead of it being just a number. But I'll see if I can make some space for a counter in the inventory.
Ranged weapons are entirely balanced around the difficulty in hitting enemies with them. It's a good idea to avoid using them against ranged enemies, as it's much better to go for melee attacks, sometimes even unarmed.
Thanks again for the feedback, I appreciate it!
oh yeah i forgot to tell my specs my bad,
im on windows 10, on a ryzen 5 3600 and a rtx 2070
ive also trying lowering resolution to minimum to see if it helped but it didnt
Yeah, that doesn't sound right. I'll assume you have 8 GB or more of RAM. You can press HOME in the title screen to enable DEBUG mode, which displays an FPS counter in the top-left once you're in-game (if it doesn't show up, press and hold J).
yeah i have 16 GB of ram
Really odd. I'll investigate. Alt-tabbing from the game can mess it up, but I don't think that's the case. Thanks for the report.
So I did some research, and it seems like this is a dumb GameMaker engine-side issue, but luckily there's a PC-side fix:
https://forum.yoyogames.com/index.php?threads/solved-game-not-running-at-60-fps-...
The look of the game is great. The sound is great too. Nice work there. I liked the clarity and consistency of the items you get, and the games systems. They're communicated well. Landing hits and blocking all feel good. But I can't help but feel there is more unrealized potential in the combat system. I'll leave it up to you to determine how much of that is me, not having played very deep into the game.
There was a bit too much of a "rock em sock em" robots feel to the combat, at points. I hit you, you hit me. If I backed up to try and avoid a hit, I still got hit. Blocking, then counter attacking, I still get hit. I need to use the dodge more, but I also don't feel rewarded for blocking at all. I can just run up with block held down, and I'm guarnteed to block. But then I can't really capitalize on that at all.
A "parry" style block might be better suited to this. Where you have a window of "block" after you hit the button. That was I have to pay attention to what the enemy is about to do and respond.
When I used a big slow weapon (the pike), I kind of expected it to have more of an effect on the enemy, too. It hurt them, but they didn't really react to it at all.
Anyway, I think some small changes could add a lot of depth to the combat. Either way, it's a good game. Keep it up.
Glad you liked it. And actually, those things you requested are already in the game, it was only a matter of experimenting more, and maybe finding the right tip notes on the floor.
You can parry attacks to stun enemies for a good while, shields even make a mention to this, as their only stat is Stagger on Parry. Pikes and other weapons with different ranges actually have a significantly different AoE, and you can easily kite enemies with it, specially together with kicking. Characters with higher AGI may also benefit from the classic hit and run backstepping to zone enemies out. Higher STR characters with stronger weapons also hitstun enemies for a longer period, but that rarely is enough to stunlock them on its own. Another good tip is that you can actually cancel any animation with dodges, making for some sick plays!
Discovering these small mechanics and tricks actually is my game's metaprogression!