I really wasn't expecting those fat witch tiddies in a kiddy-looking zelda game. Or that amount of monsters per tile, holy hell, it's like you took Anodyne and bred it with a Slaughterwad.
Full marks on both accounts, had fun, keyboard keybinds are a little obtuse - tab buttons pretty far from zxc for my tiny, emaciated pinky finger - but gamepad worked well.
Nice that gamepad worked, I'm going to change tab to shift or maybe space because I remembered someone else complained about that as well. but gamepad stick thing always seemed more fun to navigate around to me but yeah I'm glad you enjoyed the tits and monsters and I'll keep putting many more of both in the game.
Like I mentioned in the thread im not too familiar with zeldalikes, but here are my thoughts.
First, I am probably just a dumbass, but I almost got filtered out by the starting menu. I figured out you move the hat to select the game start. But I though I had to move to the statue and hit a button to accept the option. Not sure how I finally clued in that I just keep moving passed the statue, probably just got lucky lol.
I think the card tutorial and tutorial with the owels did a good enough job to help me figure out what is going on. I was a bit confused why C didnt do anything. Once I got my first item it became obvious how it worked. I managed to get to the end of the demo. Got the sword, and then the spooky ghost told me the demo is over.
It feels like outside the dungeons there are sometimes just a pointlessly large amount of enemies on the map. It also feels like there is usually no reason to fight them and its better to just walk around them to get where I want to go. I noticed that the amount and locations spawned seems to be random. Maybe have a game design reason to want the amount spawning to vary but I would think about limit the variance of how many enemies spawn. Having the locations be random is fine, and even good however.
I feel like the player/door hitbox is a bit tight. Like in the pic below, the player is colliding with the wall, but I feel like I should be able to just keep walking into the door.
The spell book and items system is neat. I do wonder how you plan to handle adding more items and spells in the future though? Seems like you restricted yourself to having the 4 sets, at least with the current control setup.
Overall game seems well polished though. Again not really a zeldalikes kind of gamer, so take my opinions with an extra grain of salt. Seems like a game with potential though, hope to see you continue to progress on it in the future!
I actually planned to put more of an indicator to starting screen and some more stuff like the slightly moving the player on tight spaces like that door but last two months were a bit of a no time left for the gamedev. Also I thought it was same with the last demo day so people would know from the streams maybe, but definitely will change it because you’re not the only one who said that about the door and starting menu.
With the tutorials I want people to start knowing enough and then hopefully it should be seamless to navigate around items and spells. Overworld monsters usually don’t have a point rather than being a nuisance right now, unlike dungeon ones where the doors are locked until you clean the room, and there’s a spawning maximum amount but it’s not balanced at all right now although I could reduce the numbers in future demoday.
With the spells and items the same page ones will be able to combine with upgrades, so you can dash through the star spell or burn the acorn and it’ll have another thing after that combination. Similarly with summoning circle you’ll recruit some creatures and more circles will appear for you to summon them, and the crystal item will do different things depending on active familiar so it’s like 4 more items on its own except works limited time with the active summons. Hopefully I’ll show that the next demoday and thank you for playing through the end, your opinions were very helpful weather you like zelda or not, and hope it was fun enough to go through both bosses.
First of all, the artstyle is wonderful, and unlike some games with higher resolution art, the fact the environment is based on grid tiles was never too jarring. The game itself plays well, and the character designs are interesting. However, there were a few things I think could be improved upon. This is obviously inspired by Zelda 1, but I think it wears that on its sleeve a bit too much. Having the map and enemy designs be so similar makes me feel like I'm playing the same game at times. I think having different enemies that play differently from Z1 in particular would be a huge improvement. I think the walking sound effect doesn't match up with the actual walk very well, if you had it sound like a single small step was happening instead, it would sound much much better. The tarot card tutorials were extremely neat, but I feel like having that kind of information dump on the player at the very start is too much, and the tutorial you have built-in to the house is much more intuitive. I hope you can repurpose those card graphics somehow, or keep them under a controls option in a menu. I think you have a solid foundation though, and I hope to see the game improve and iterate upon itself in the future.
Thank you for the review. I do have more designs in the work but wanted to start with familiar zelda enemies and the map to a point but overall I will more monsters and behaviors in the final game and map is going to get a lot bigger. Sound and music isn’t my strong point and they’re all placeholders but I will change it to something more proper when I figure it out how to do it better. Tarot card was something I did in the last demoday basically last day of it because alternative is more of an infodump but I will probably spread it out card by card instead of waiting on it and pressing enter bunch of times so thank you for that. Again thank you for the review and if you get any other things to say about it don’t hesitate to message or comment, it really helps.
Comments
I really wasn't expecting those fat witch tiddies in a kiddy-looking zelda game. Or that amount of monsters per tile, holy hell, it's like you took Anodyne and bred it with a Slaughterwad.
Full marks on both accounts, had fun, keyboard keybinds are a little obtuse - tab buttons pretty far from zxc for my tiny, emaciated pinky finger - but gamepad worked well.
Nice that gamepad worked, I'm going to change tab to shift or maybe space because I remembered someone else complained about that as well. but gamepad stick thing always seemed more fun to navigate around to me but yeah I'm glad you enjoyed the tits and monsters and I'll keep putting many more of both in the game.
Like I mentioned in the thread im not too familiar with zeldalikes, but here are my thoughts.
First, I am probably just a dumbass, but I almost got filtered out by the starting menu. I figured out you move the hat to select the game start. But I though I had to move to the statue and hit a button to accept the option. Not sure how I finally clued in that I just keep moving passed the statue, probably just got lucky lol.
I think the card tutorial and tutorial with the owels did a good enough job to help me figure out what is going on. I was a bit confused why C didnt do anything. Once I got my first item it became obvious how it worked. I managed to get to the end of the demo. Got the sword, and then the spooky ghost told me the demo is over.
It feels like outside the dungeons there are sometimes just a pointlessly large amount of enemies on the map. It also feels like there is usually no reason to fight them and its better to just walk around them to get where I want to go. I noticed that the amount and locations spawned seems to be random. Maybe have a game design reason to want the amount spawning to vary but I would think about limit the variance of how many enemies spawn. Having the locations be random is fine, and even good however.
I feel like the player/door hitbox is a bit tight. Like in the pic below, the player is colliding with the wall, but I feel like I should be able to just keep walking into the door.
The spell book and items system is neat. I do wonder how you plan to handle adding more items and spells in the future though? Seems like you restricted yourself to having the 4 sets, at least with the current control setup.
Overall game seems well polished though. Again not really a zeldalikes kind of gamer, so take my opinions with an extra grain of salt. Seems like a game with potential though, hope to see you continue to progress on it in the future!
I actually planned to put more of an indicator to starting screen and some more stuff like the slightly moving the player on tight spaces like that door but last two months were a bit of a no time left for the gamedev. Also I thought it was same with the last demo day so people would know from the streams maybe, but definitely will change it because you’re not the only one who said that about the door and starting menu.
With the tutorials I want people to start knowing enough and then hopefully it should be seamless to navigate around items and spells. Overworld monsters usually don’t have a point rather than being a nuisance right now, unlike dungeon ones where the doors are locked until you clean the room, and there’s a spawning maximum amount but it’s not balanced at all right now although I could reduce the numbers in future demoday.
With the spells and items the same page ones will be able to combine with upgrades, so you can dash through the star spell or burn the acorn and it’ll have another thing after that combination. Similarly with summoning circle you’ll recruit some creatures and more circles will appear for you to summon them, and the crystal item will do different things depending on active familiar so it’s like 4 more items on its own except works limited time with the active summons. Hopefully I’ll show that the next demoday and thank you for playing through the end, your opinions were very helpful weather you like zelda or not, and hope it was fun enough to go through both bosses.
First of all, the artstyle is wonderful, and unlike some games with higher resolution art, the fact the environment is based on grid tiles was never too jarring. The game itself plays well, and the character designs are interesting. However, there were a few things I think could be improved upon. This is obviously inspired by Zelda 1, but I think it wears that on its sleeve a bit too much. Having the map and enemy designs be so similar makes me feel like I'm playing the same game at times. I think having different enemies that play differently from Z1 in particular would be a huge improvement. I think the walking sound effect doesn't match up with the actual walk very well, if you had it sound like a single small step was happening instead, it would sound much much better. The tarot card tutorials were extremely neat, but I feel like having that kind of information dump on the player at the very start is too much, and the tutorial you have built-in to the house is much more intuitive. I hope you can repurpose those card graphics somehow, or keep them under a controls option in a menu. I think you have a solid foundation though, and I hope to see the game improve and iterate upon itself in the future.
Thank you for the review. I do have more designs in the work but wanted to start with familiar zelda enemies and the map to a point but overall I will more monsters and behaviors in the final game and map is going to get a lot bigger. Sound and music isn’t my strong point and they’re all placeholders but I will change it to something more proper when I figure it out how to do it better. Tarot card was something I did in the last demoday basically last day of it because alternative is more of an infodump but I will probably spread it out card by card instead of waiting on it and pressing enter bunch of times so thank you for that. Again thank you for the review and if you get any other things to say about it don’t hesitate to message or comment, it really helps.