Hello LacopaEspy. I played downloaded your game on Sunday, and played it yesterday. I played it offline due to lack of internet, so I was not able to check the controls on your itch page. I did figure out all of them, except for the dash, so I did not use it. I know you have rebind menu, but it seems to be just for movement. I guess just having the rest of the controls listed there would be good.
Jumps felt tight, I don't think you have any "coyote time", but at the same time none of the platforming was hard.
I thought I was invincible until I tried to test my mortality by the very end. I personally prefer to see how much health I have in games, but I understand not all games do that.
I was able to break the animation of the wall slide by sliding on a wall on one side, but the animation playing as if the wall was on the opposite side, but I was not able to reproduce it.
I understand to attack you can either hold shift for the full combo, or click it so you can do just 1 or 2 hits.
The new are looks really nice.
I thought the Plant Golem, and I wrecked it hard. Right now you can just pin it to the wall, and safely spam jump attack, so I think it is going to require some hitbox adjustments, or more moves to maybe have it jump back to the centre of the arena, or some attack that would make the player keep his distance for the duration of that move.
Got a crash while playing around with menus, I'll post the error message at the end. The jump attack animation was a little clunky compared to the others, but overall the animation is nice.
The plant golem was the only enemy I encountered. I might suggest making him move a little more. For most of the fight he stayed in one corner of the arena.
Looking forward to future versions with debugged options menus, since Shift is a little annoying to use for an attack on account of Sticky Keys.
The video settings don't do anything. When trying to look at the controls, the game crashed. I wanted to get the melee attack away from the shift key which was really weird, I died and then I just lost the ability to use my sword. The world is really great with all the details, but there are some major bugs you have to fix and changing the controls to make the melee attack be connected to the mouse clicks instead of the shift key.
Honestly, a really well made demo. I love the aesthetic, the music reminds me of diablo, and the general feel is great. The only thing that bothers is the slam you do after hitting attack no matter how far you have jumped. It just really feels like there should be a slash or something if you hit it earlier, and the falling with the slash at all times is out of place.
I appreciate it. The air attack is fairly new so I need to work on it some more. Ideally I'd like for it to have a ton of juice with repeated hit procs while coming down, lots of hitstop and screenshake.
Comments
Hello LacopaEspy. I played downloaded your game on Sunday, and played it yesterday. I played it offline due to lack of internet, so I was not able to check the controls on your itch page. I did figure out all of them, except for the dash, so I did not use it. I know you have rebind menu, but it seems to be just for movement. I guess just having the rest of the controls listed there would be good.
Jumps felt tight, I don't think you have any "coyote time", but at the same time none of the platforming was hard.
I thought I was invincible until I tried to test my mortality by the very end. I personally prefer to see how much health I have in games, but I understand not all games do that.
I was able to break the animation of the wall slide by sliding on a wall on one side, but the animation playing as if the wall was on the opposite side, but I was not able to reproduce it.
I understand to attack you can either hold shift for the full combo, or click it so you can do just 1 or 2 hits.
The new are looks really nice.
I thought the Plant Golem, and I wrecked it hard. Right now you can just pin it to the wall, and safely spam jump attack, so I think it is going to require some hitbox adjustments, or more moves to maybe have it jump back to the centre of the arena, or some attack that would make the player keep his distance for the duration of that move.
I am interested to see your future progress.
Very pretty game, nice pixel work.
Got a crash while playing around with menus, I'll post the error message at the end. The jump attack animation was a little clunky compared to the others, but overall the animation is nice.
The plant golem was the only enemy I encountered. I might suggest making him move a little more. For most of the fight he stayed in one corner of the arena.
Looking forward to future versions with debugged options menus, since Shift is a little annoying to use for an attack on account of Sticky Keys.
############################################################################################
ERROR in
action number 1
of Step Event0
for object oMenu:
Variable oMenu.keyEnter(100168, -2147483648) not set before reading it.
at gml_Object_oMenu_Step_0
############################################################################################
gml_Object_oMenu_Step_0 (line -1)
Thanks for letting me know, I fixed the error.
Nice art and music, very cool. Maybe remap the attack to something that won't bring up the windows sticky keys prompt, it makes the game unplayable.
Thanks for your feedback, I just made it possible to attack with mouse clicks as well.
The video settings don't do anything. When trying to look at the controls, the game crashed. I wanted to get the melee attack away from the shift key which was really weird, I died and then I just lost the ability to use my sword. The world is really great with all the details, but there are some major bugs you have to fix and changing the controls to make the melee attack be connected to the mouse clicks instead of the shift key.
I believe I have addressed most, if not all of these bugs in my latest version. Thank you for bringing them to light.
Honestly, a really well made demo. I love the aesthetic, the music reminds me of diablo, and the general feel is great. The only thing that bothers is the slam you do after hitting attack no matter how far you have jumped. It just really feels like there should be a slash or something if you hit it earlier, and the falling with the slash at all times is out of place.
I appreciate it. The air attack is fairly new so I need to work on it some more. Ideally I'd like for it to have a ton of juice with repeated hit procs while coming down, lots of hitstop and screenshake.