Thanks for playing! Based on the video, it seems to me I need to work on the status effects some more, because right now it's very unclear that there are different tiers of the bleed status effect.
I did it, I reached level 10! The final boss for me was the dude in the water, took me a while to find the tool to beat him, but it was a very satisfying final boss, I even felt like he had the longest explosion (fitting of the great feat of beating him).
Gameplay-wise it's all very crisp, I always felt completely in control, and when the enemy got a hit in it never felt unfair, it was just me misreading the pattern. I played with a controller and I have no problems there. I think the only thing I'd mention is that during the tutorial, it wasn't clear to me which button in the UI image was supposed to be the lock-on button (pressing the right analog stick if I'm not suffering from turboalzheimer).
The one thing I'd like to see more of is the status effect system, I saw that both I and the unfortunate enemy I pushed into the water against his will were dripping wet, but what exactly did that cause? Or did I miss a sign that explained that? I think I got what bleeding did though.
Either way, this is shaping up to be a super fun exploration game!
Hey, thanks for playing! Yeah, I definitely need to give another pass to some of the button graphics, because they're difficult to draw within 32 by 32 pixels. As for the status effect system, there's nothing in the game right now that explains it, and for the time you played, being wet did literally nothing.
At first I didn't understand it very well, but the combat feels very engaging, it has a lot of promise. The way the characters react to being hit is simple but has some charm to it. All the systems I tried out worked properly and didn't find any noticeable bugs.
I found it uncomfortable to run with the spacebar. It could be mostly because I'm used to that key being "shift" in other games. Doing the dodge also felt difficult, the timing didn't feel natural. I naturally tried to hold -> release -> hold again, which didn't trigger it and restarted the run instead. I didn't understand the chest window, it was unclear what I picked up since everything auto-equipped and how the consumables were infinite. Will they be infinite in the final game? Boxes would work as refill stations.
How do you kill the giant guy in the lake? Is it killable?
Without deaths or progression it is difficult to know how the game will play, it will be fun to see how it looks once they are implemented. Keep up the progress!
Thanks for playing! The controls can be changed in the options menu if need be. As for the jump on the ground dodge, it's more like Hold -> Release -> Tap. There's also an option where sprinting happens automatically after a dodge, which makes it easier to do. Maybe I should make it so sprinting doesn't need to be held down after a moment? I dunno. As for the inventory, I'm unsure what you mean by auto-equipped? The consumables will most likely be infinite from the box in the final game, because the design vision is to have it work like setting up a load out before going out exploring, and having to go all the way back to change it. As for the big guy in the water, he's killable, you just need to find a special tool to do it by exploring.
>As for the inventory, I'm unsure what you mean by auto-equipped Sorry my bad. The first time I played I thought the box had items and I picked up the helmet/sword/armor and they auto-equipped. Now I tried the game again and realized that I had all those items from the start and the box just made me equip the items.
>Hold -> Release -> Tap Maybe this is only the case of me not being used to it. I believe that a dodge triggered by releasing the run key while running and pressing it again after a very short time could be more natural.
The combat was a lot more involved than I expected for a game like this (in a good way!). wasn't expecting things like my sword to clink on the wall.
definitely would have died my first attempt at the room with 5 mobs, lol
nitpicks:
wish I could swap the trigger and bumpers
also wish I could equip items anywhere instead of at the chest
might be neat for the crossbow if the loading time was before you fire instead of after so you can swap to shield right away if an enemy charges you, idk up to you
Hey thanks for playing! You can remap the controls in the options menu, so your issue is fixable at least. As for the changing gear, the decision to make it so you can't change gear anywhere but the box will make more sense as development goes on, so I'm keeping it for now. If it becomes a big problem later down the line and my design vision doesn't click with people then, I may change it.
While brief, it was fun to run around and stab the local inhabitants. I will say it was a little easy, though. I was able to bait out most of the enemy attacks and then slash a few times. If expanded upon, I think it has great protentional.
I think the combat has potential, though at this point in time you can basically just spam light sword attack and win. Right now it lacks a goal to work towards, but it was a nice little experience. Some things I noticed:
2 enemies commited suicide by running away into the water and drowning.
When in the water you only see the head of your character which is fine. But I was in a zone that was a lake with an island in the middle and 1 tile wide exits to the right and left. It becomes really hard to tell where your hitbox is to get into that gap.
The walls blocking your sword from swinging is a nice touch, but you need to give some sort of signal as to what is happening. The current way of only doing half a swing is way too subtle.
Yeah, right now the combat is pretty easy, especially if you level up a little bit, and the only goal is leveling up currently. The two enemies that drowned was intentional, just because I thought it was funny and it would be fun to show the player something drown. As for the 1 tile wide gaps, YEAH I really gotta fix that. I'll also try to make wall banging weapons more clear.
There's no blood stuck to the sword, it's just an indicator to help you know which direction you're facing, and it can be turned off in the options. As for your health, right now death isn't coded for the player. I'm not sure what enemy you're talking about bludgeoning you because it's blocked. As for your sprite disappearing, were you in water when it happened? You may have drowned, which makes your sprite vanish into the water.
Pretty fun little game. A few suggestions, is just show the whole controller when you are giving controls, and highlight what button it is in a bright color, it can get confusing the way it is. As for the first boss in the tutorial with the big axe, I think he's pretty well made, and the explosion when you kill him is a good addition
Thanks for playing! Yeah, some of my button graphics are not the best. I tried to make them universal because of how little pixel space I had to draw them, but they definitely still need work. I'm happy you got to see the death of the axe guy. Did you get beyond the tutorial? My first upload had a major error in it that's been corrected since.
Comments
Thanks for playing! Based on the video, it seems to me I need to work on the status effects some more, because right now it's very unclear that there are different tiers of the bleed status effect.
I did it, I reached level 10! The final boss for me was the dude in the water, took me a while to find the tool to beat him, but it was a very satisfying final boss, I even felt like he had the longest explosion (fitting of the great feat of beating him).
Gameplay-wise it's all very crisp, I always felt completely in control, and when the enemy got a hit in it never felt unfair, it was just me misreading the pattern. I played with a controller and I have no problems there. I think the only thing I'd mention is that during the tutorial, it wasn't clear to me which button in the UI image was supposed to be the lock-on button (pressing the right analog stick if I'm not suffering from turboalzheimer).
The one thing I'd like to see more of is the status effect system, I saw that both I and the unfortunate enemy I pushed into the water against his will were dripping wet, but what exactly did that cause? Or did I miss a sign that explained that? I think I got what bleeding did though.
Either way, this is shaping up to be a super fun exploration game!
Hey, thanks for playing! Yeah, I definitely need to give another pass to some of the button graphics, because they're difficult to draw within 32 by 32 pixels. As for the status effect system, there's nothing in the game right now that explains it, and for the time you played, being wet did literally nothing.
Finished the tutorial and explored the extra area
At first I didn't understand it very well, but the combat feels very engaging, it has a lot of promise. The way the characters react to being hit is simple but has some charm to it. All the systems I tried out worked properly and didn't find any noticeable bugs.
I found it uncomfortable to run with the spacebar. It could be mostly because I'm used to that key being "shift" in other games. Doing the dodge also felt difficult, the timing didn't feel natural. I naturally tried to hold -> release -> hold again, which didn't trigger it and restarted the run instead. I didn't understand the chest window, it was unclear what I picked up since everything auto-equipped and how the consumables were infinite. Will they be infinite in the final game? Boxes would work as refill stations.
How do you kill the giant guy in the lake? Is it killable?
Without deaths or progression it is difficult to know how the game will play, it will be fun to see how it looks once they are implemented. Keep up the progress!
Thanks for playing! The controls can be changed in the options menu if need be. As for the jump on the ground dodge, it's more like Hold -> Release -> Tap. There's also an option where sprinting happens automatically after a dodge, which makes it easier to do. Maybe I should make it so sprinting doesn't need to be held down after a moment? I dunno. As for the inventory, I'm unsure what you mean by auto-equipped? The consumables will most likely be infinite from the box in the final game, because the design vision is to have it work like setting up a load out before going out exploring, and having to go all the way back to change it. As for the big guy in the water, he's killable, you just need to find a special tool to do it by exploring.
>As for the inventory, I'm unsure what you mean by auto-equipped
Sorry my bad. The first time I played I thought the box had items and I picked up the helmet/sword/armor and they auto-equipped. Now I tried the game again and realized that I had all those items from the start and the box just made me equip the items.
>Hold -> Release -> Tap
Maybe this is only the case of me not being used to it. I believe that a dodge triggered by releasing the run key while running and pressing it again after a very short time could be more natural.
The combat was a lot more involved than I expected for a game like this (in a good way!). wasn't expecting things like my sword to clink on the wall.
definitely would have died my first attempt at the room with 5 mobs, lol
nitpicks:
might be neat for the crossbow if the loading time was before you fire instead of after so you can swap to shield right away if an enemy charges you, idk up to you
good luck with your game!
Hey thanks for playing! You can remap the controls in the options menu, so your issue is fixable at least. As for the changing gear, the decision to make it so you can't change gear anywhere but the box will make more sense as development goes on, so I'm keeping it for now. If it becomes a big problem later down the line and my design vision doesn't click with people then, I may change it.
While brief, it was fun to run around and stab the local inhabitants. I will say it was a little easy, though. I was able to bait out most of the enemy attacks and then slash a few times. If expanded upon, I think it has great protentional.
Thanks for playing! Yeah right now it's pretty easy, especially when you level up a bit.
I think the combat has potential, though at this point in time you can basically just spam light sword attack and win. Right now it lacks a goal to work towards, but it was a nice little experience. Some things I noticed:
Yeah, right now the combat is pretty easy, especially if you level up a little bit, and the only goal is leveling up currently. The two enemies that drowned was intentional, just because I thought it was funny and it would be fun to show the player something drown. As for the 1 tile wide gaps, YEAH I really gotta fix that. I'll also try to make wall banging weapons more clear.
There's no blood stuck to the sword, it's just an indicator to help you know which direction you're facing, and it can be turned off in the options. As for your health, right now death isn't coded for the player. I'm not sure what enemy you're talking about bludgeoning you because it's blocked. As for your sprite disappearing, were you in water when it happened? You may have drowned, which makes your sprite vanish into the water.
I’d just change the color of that indicator tbh. It does look like a blood stain that’s bugging out and moving with the sword or something.
I’m liking this. I’ll come back to explore this more.
Thanks for playing!
This has a lot of potential! I’m keeping an eye on this one in the next DD.
Pretty fun little game. A few suggestions, is just show the whole controller when you are giving controls, and highlight what button it is in a bright color, it can get confusing the way it is. As for the first boss in the tutorial with the big axe, I think he's pretty well made, and the explosion when you kill him is a good addition
Thanks for playing! Yeah, some of my button graphics are not the best. I tried to make them universal because of how little pixel space I had to draw them, but they definitely still need work. I'm happy you got to see the death of the axe guy. Did you get beyond the tutorial? My first upload had a major error in it that's been corrected since.