high quality art and sound, hats off. If the pause after she lands would be a tad shorter I would enjoy the controls more, otherwise it feels to heavy. Combat feels good and balanced, I like the combos and the airtime.
I skipped most of the intro, way to long for my attention span.
thanks a bunch! the pause on the landing can be followed up by every other action, and is determined by the fall distance, but i get ya and is an easy adjustment.
I really was not expecting those controls - she looks like a ninja, but controls like a tank.
I wouldn't worry so much about not being a native speaker, most of the dialogue works and even the jokes generally landed, but that exposition dump/intro is absolutely merciless with its pacing. Goes on for about 4 times longer than it should.
Enjoyed the moveset, the weighty physics, the sheer amount of panty-shots, all good stuff - didn't run into any tech issues either. The amount of meter management is pretty hardcore for an action game, too.
Good quality. It's smooth enough that I can tell that a team is presumably working on this game rather than just one poor soul. Had some issues with the pause menu, I think Space and Esc both brought up screens but immediately closed them again and then wouldn't come back. I'll also admit that going through the tutorial my attention span dwindled shorter and shorter and more information was piled on. Obviously it's fine right now, but be sure that your end goal for a tutorial will be to have it broken down into explanations as the player progresses through the game rather than all at once, and like the double jump part requires you to actually do the thing (if the player doesn't just leave the particular tutorial segment and come back to it later)
Also, as first time playing the game, character movement feels very heavy and clunky with things like a big delay after landing from a jump. Maybe there's ways to cancel these animations because I did glance past such a thing in the tutorial so you could blame me for that.
Thanks for the feedback! And yes, there will be better tutorials next time. Though I fixed the current one by adding a dialogue chapter skip and tunnels to exit tutorial mode, it didn't make it til DD40 lol.
As for landing from jumps, yeah they can be cancelled by attacks or just simply doing another action.
Comments
high quality art and sound, hats off. If the pause after she lands would be a tad shorter I would enjoy the controls more, otherwise it feels to heavy. Combat feels good and balanced, I like the combos and the airtime.
I skipped most of the intro, way to long for my attention span.
thanks a bunch! the pause on the landing can be followed up by every other action, and is determined by the fall distance, but i get ya and is an easy adjustment.
I really was not expecting those controls - she looks like a ninja, but controls like a tank.
I wouldn't worry so much about not being a native speaker, most of the dialogue works and even the jokes generally landed, but that exposition dump/intro is absolutely merciless with its pacing. Goes on for about 4 times longer than it should.
Enjoyed the moveset, the weighty physics, the sheer amount of panty-shots, all good stuff - didn't run into any tech issues either. The amount of meter management is pretty hardcore for an action game, too.
thanks! ran out of time for the intro skip and tutorials, but i did remedy them on the new fix.
glad you enjoyed it!
Good quality. It's smooth enough that I can tell that a team is presumably working on this game rather than just one poor soul. Had some issues with the pause menu, I think Space and Esc both brought up screens but immediately closed them again and then wouldn't come back. I'll also admit that going through the tutorial my attention span dwindled shorter and shorter and more information was piled on. Obviously it's fine right now, but be sure that your end goal for a tutorial will be to have it broken down into explanations as the player progresses through the game rather than all at once, and like the double jump part requires you to actually do the thing (if the player doesn't just leave the particular tutorial segment and come back to it later)
Also, as first time playing the game, character movement feels very heavy and clunky with things like a big delay after landing from a jump. Maybe there's ways to cancel these animations because I did glance past such a thing in the tutorial so you could blame me for that.
shoutouts to last hour submission devs
would drink with generic ninja guy at a bar.
>tfw one poor soul
Thanks for the feedback! And yes, there will be better tutorials next time. Though I fixed the current one by adding a dialogue chapter skip and tunnels to exit tutorial mode, it didn't make it til DD40 lol.
As for landing from jumps, yeah they can be cancelled by attacks or just simply doing another action.
Thanks again!