Thank you for playing the demo, I just finished watching and it was a very useful video. Some of the things you've addressed I've been working on already, last build has hit slash animation to show that you definitely hit the monsters and stuff like that, I know tutorial is out of whack but it's really not final and I'm trying to implement something better in the beginning and will definitely put a little text under the screen on all the items like the ring one.
Slow attack and delay isn't a control problem I thought it'd be a bit better if it was a tiny bit slower since you can basically lock enemies on the wall if you spam attack but maybe that'd be more fun. And directional attack isn't a bug, it always attacks left or right when you're going diagonal but idea is with the items building up like the sword and the amulet eye it'll just end up covering a way larger area.
Also amulet recharges faster when you're in full health and star spell is weaker in the dark screens but your bug spell is stronger instead, and while you're dashing you're invincible and can hurt enemies but maybe sword in front would convey that better. And statue was the save point but doesn't work for now because demo.
I'm going to implement some sort of directional push for tight areas, you should actually be able to play the game with controllers and it's much easier to both attack the directions and maneuver with joystick imo. I'm sure I forgot some points but in general items and spells and everything might end up upgradable and change slightly and same page items and spells are going to be combinable like you said you'll be able to burn the bomb or catch the lightning spell in a jar and so on so a lot of things aren't solid or final. Anyways I will work out some of the stuff you've said and again thanks for playing the demo.
directional attack isn't a bug, it always attacks left or right when you're going diagonal
"Bug" may or may not be the right word here. What I meant to get across is that, while using the keyboard, trying to quickly change direction from left/right to up or down and then press the attack button results in the game registering it as diagonal and attacking sideways when you wanted to attack up or down. So the way to fix that would be to check the last directional button pressed and attack in that direction.
its a pretty fine game overall, the title screen is confusing tho, i thought the game was broken until i figured out what i was supposed to do to start the game
some areas in the game are way too dark, on the dungeon is hard to know if there is a locked door or not because of that
u should probably explain that u select items by choosing pages it took me a while to learn how to use the magic candle
I know I should work on explaining using the items and title screen better since you're not the only one who made that complaint. I'm not sure how to but I will make it somehow, I'm just hoping after learning it's easier than dealing with menus.
On darkness thing candle helps with it on really dark rooms but it sort of comes down to monitor since it does look different between my laptop and desktop. I'm planning to change how light works overall so hope it'll change the darkness issue on certain monitors.
On doors it started as individual ones for each dungeon tile set because different dungeon walls will have different colors and styling in the end, but I'm making two more readable doors for locked and shut that I can use on every dungeon instead of different style doors that might end up unreadable so it's going to change.
And you can press down to descent faster with the hat on both title and game over screens.
Thanks for your input, I hope you got the sword too.
Comments
Thank you for playing the demo, I just finished watching and it was a very useful video. Some of the things you've addressed I've been working on already, last build has hit slash animation to show that you definitely hit the monsters and stuff like that, I know tutorial is out of whack but it's really not final and I'm trying to implement something better in the beginning and will definitely put a little text under the screen on all the items like the ring one.
Slow attack and delay isn't a control problem I thought it'd be a bit better if it was a tiny bit slower since you can basically lock enemies on the wall if you spam attack but maybe that'd be more fun. And directional attack isn't a bug, it always attacks left or right when you're going diagonal but idea is with the items building up like the sword and the amulet eye it'll just end up covering a way larger area.
Also amulet recharges faster when you're in full health and star spell is weaker in the dark screens but your bug spell is stronger instead, and while you're dashing you're invincible and can hurt enemies but maybe sword in front would convey that better. And statue was the save point but doesn't work for now because demo.
I'm going to implement some sort of directional push for tight areas, you should actually be able to play the game with controllers and it's much easier to both attack the directions and maneuver with joystick imo. I'm sure I forgot some points but in general items and spells and everything might end up upgradable and change slightly and same page items and spells are going to be combinable like you said you'll be able to burn the bomb or catch the lightning spell in a jar and so on so a lot of things aren't solid or final. Anyways I will work out some of the stuff you've said and again thanks for playing the demo.
"Bug" may or may not be the right word here. What I meant to get across is that, while using the keyboard, trying to quickly change direction from left/right to up or down and then press the attack button results in the game registering it as diagonal and attacking sideways when you wanted to attack up or down. So the way to fix that would be to check the last directional button pressed and attack in that direction.
its a pretty fine game overall, the title screen is confusing tho, i thought the game was broken until i figured out what i was supposed to do to start the game
some areas in the game are way too dark, on the dungeon is hard to know if there is a locked door or not because of that
u should probably explain that u select items by choosing pages it took me a while to learn how to use the magic candle
also pls make the game over screen faster
I know I should work on explaining using the items and title screen better since you're not the only one who made that complaint. I'm not sure how to but I will make it somehow, I'm just hoping after learning it's easier than dealing with menus.
On darkness thing candle helps with it on really dark rooms but it sort of comes down to monitor since it does look different between my laptop and desktop. I'm planning to change how light works overall so hope it'll change the darkness issue on certain monitors.
On doors it started as individual ones for each dungeon tile set because different dungeon walls will have different colors and styling in the end, but I'm making two more readable doors for locked and shut that I can use on every dungeon instead of different style doors that might end up unreadable so it's going to change.
And you can press down to descent faster with the hat on both title and game over screens.
Thanks for your input, I hope you got the sword too.