really liking the detail invested in the levels and abilities sometimes the options did confuse me on their meaning and the overall game direction made me wander aimlessly for a bit, but I guess its part of its style as well
saw some improvements since 48, and I'll be looking forward to check it again later
nice polish on the menu and UIs, gonna steal the `low pass filter for music while in the menus` idea. the humor is also nice. while a bit predictable, poking the eyeballs and having the screen go dark was a nice touch. the floating eyeball seemed to follow me around so I tried to pet it but it did not like to be touched. played the web version and i wish i could go fullscreen
It's pretty good. I love shapeshifting, it's like axiom verge's corruptor but with a sense of humor. I like the consistency of entities bouncing from each other, and it even works on the boss. Shortcut unlocking is cool, especially when it's over the top.
I feel like it needs some combat encounters to get player up to speed before the boss fight difficulty spike, especially since it's better to simply run past enemies whenever you can.
After losing to the bouncer boss it persists some data, and you retry the fight with the harder pattern from the start.
Funny game, I'd say the writing and humor are the strong points. I'm not too excited about the combat though, getting completely stuck in the animation every time you punch gets tiring. I avoided most combat, the fight vs the Bouncer was pretty fine though. I still think there should be some sort of indication that the game is still actually running after you gouge your eyes out. Like I don't know a text bubble from your character or something... Graphics are nice, love the illustrations and especially the effects.
when you press D to open a message, if you keep pressing D while the text is open it'll queue up more text boxes that open up after you close the first one.
The save rooms were really nice and calming, i liked staying there.
I jumped on this one thing that seemed to mess up the pixel alignment. It went back to normal after i landed on the ground. Pic related.
Transforming stuff back and forth, seeing what they turn into, and all the special secrets it brings, is really fun.
I get the complexity in combat added by not being able to move when you attack, but the attack halting air momentum felt weird.
I got bouncer to low health, did not kill him, died, and next time I was in the room he was gone. I don't know if this was a bug or on purpose because he kept killing me.
The hats affecting movement collision feels dumb. There were parts like the computer room that I assumed were inaccessible, but it just turned out that my hats were blocking me. Didn't occur to me until much later. If you don't want players to use too many hats because it's OP then just put a hat limit.
Jumping on the bottom cogwheel platform while it moves left, shifts you to the left more than it's supposed to, knocking you off the platform.
Died to the eyeball's laser and the laser sound never went away.
The game was really enjoyable though, I liked the exploration, and the optional eyeball boss was fun.
Played until the end, took 21:53, 31 rooms, 80 vertices.
The good:
Extremely nice menu and menu layout.
Very good graphic style.
Movement of the player is on point, everything felt very good and responsive.
No complaints about the level design.
Good sound design.
The bad:
Combat is bad. It's a combination between slow punches, no enemy hitstun, enemies taking three hits, and enemies not dropping anything. It's hard to kill enemies without getting hit, so I just ignored most of them. Surprisingly the bouncer was very easy to kill, easier than a flying enemy. Personally I'd make the punches faster, same speed as the nail in Hollow Knight, and then speeden up the enemy attack to compensate, but it depends on your vision for the game of course.
The minor:
You can double up on keys, e.g. jump and punch on X.
Eyes of the shapeshifter is just asking for bug reports.
It surprised me that I could equip multiple hats, that wasn't indicated anywhere.
There was some banding between tiles when using the lift.
Behaviour of enemies upon respawn is strange (sometimes they stay dead, or keep position, other times they reset).
I like the secret room, mostly the same as last time, but only thing I have to say is that the super secret about time travel allows it to be clicked multiple times even when the text box is active the make multiple text boxes, and leaving the room crashes the game. Still really fun.
The SFX and animations are great, the only thing i thought was weird was the way suddently climbing a ladder felt when you did it while falling; an animation here would look great i think
Great art, nice music and the game itself plays nice too. Two minor bugs I found so far in the browser version.
Reading a sign and trying to close it with ENTER makes the sign appear again.
Punching while standing on the ledge leading to another room and sliding off makes you isntantly punch again on the next screen.
Also poking your eyes makes you blind (obviously), but I wasn't expecting it and I couldn't find the new eyes on the same screen, forcing me to delete the the save and try again. Didn't have any problems with that the second time, because I knew what was about to happen.
Everything about this game is fun. The SFX are very well done. I almost left a bug report for when you get your eyes poked out. I also found a way to cheese the first boss. If you allow him to follow you to the edge of the level one of his guns will get stuck behind the wall. Besides that it was a very fun boss fight.
The humor in the game is very deadpan/tongue-in-cheek but not too over the top where it becomes cringem, I highly enjoyed it. Very cute/stylish game.
the opening between legendary trial and clockword foyer are 1 tile off being the same size so if you jump from left to right and you can wind up inside the single extra tile of the opening
also i feel like i punch too fast, please add a hat that slows down punching speed to balance this
Comments
really liking the detail invested in the levels and abilities
sometimes the options did confuse me on their meaning and the overall game direction made me wander aimlessly for a bit, but I guess its part of its style as well
saw some improvements since 48, and I'll be looking forward to check it again later
nice polish on the menu and UIs, gonna steal the `low pass filter for music while in the menus` idea. the humor is also nice. while a bit predictable, poking the eyeballs and having the screen go dark was a nice touch. the floating eyeball seemed to follow me around so I tried to pet it but it did not like to be touched. played the web version and i wish i could go fullscreen
It's pretty good. I love shapeshifting, it's like axiom verge's corruptor but with a sense of humor. I like the consistency of entities bouncing from each other, and it even works on the boss. Shortcut unlocking is cool, especially when it's over the top.
I feel like it needs some combat encounters to get player up to speed before the boss fight difficulty spike, especially since it's better to simply run past enemies whenever you can.
After losing to the bouncer boss it persists some data, and you retry the fight with the harder pattern from the start.
made it to the giant eye boss, I think that the transformation mechanic is pretty cool and the game has a nice theme/ style going on
Funny game, I'd say the writing and humor are the strong points. I'm not too excited about the combat though, getting completely stuck in the animation every time you punch gets tiring. I avoided most combat, the fight vs the Bouncer was pretty fine though. I still think there should be some sort of indication that the game is still actually running after you gouge your eyes out. Like I don't know a text bubble from your character or something... Graphics are nice, love the illustrations and especially the effects.
Jumping on this pipe does some funky stuff: https://files.catbox.moe/dfexuo.webm
when you press D to open a message, if you keep pressing D while the text is open it'll queue up more text boxes that open up after you close the first one.
The save rooms were really nice and calming, i liked staying there.
I jumped on this one thing that seemed to mess up the pixel alignment. It went back to normal after i landed on the ground. Pic related.
Transforming stuff back and forth, seeing what they turn into, and all the special secrets it brings, is really fun.
I get the complexity in combat added by not being able to move when you attack, but the attack halting air momentum felt weird.
I got bouncer to low health, did not kill him, died, and next time I was in the room he was gone. I don't know if this was a bug or on purpose because he kept killing me.
The hats affecting movement collision feels dumb. There were parts like the computer room that I assumed were inaccessible, but it just turned out that my hats were blocking me. Didn't occur to me until much later. If you don't want players to use too many hats because it's OP then just put a hat limit.
Jumping on the bottom cogwheel platform while it moves left, shifts you to the left more than it's supposed to, knocking you off the platform.
Died to the eyeball's laser and the laser sound never went away.
The game was really enjoyable though, I liked the exploration, and the optional eyeball boss was fun.
Played until the end, took 21:53, 31 rooms, 80 vertices.
The good:
The bad:
Combat is bad. It's a combination between slow punches, no enemy hitstun, enemies taking three hits, and enemies not dropping anything. It's hard to kill enemies without getting hit, so I just ignored most of them. Surprisingly the bouncer was very easy to kill, easier than a flying enemy. Personally I'd make the punches faster, same speed as the nail in Hollow Knight, and then speeden up the enemy attack to compensate, but it depends on your vision for the game of course.
The minor:
I like the secret room, mostly the same as last time, but only thing I have to say is that the super secret about time travel allows it to be clicked multiple times even when the text box is active the make multiple text boxes, and leaving the room crashes the game. Still really fun.
Came across a bug when activating the switch after falling down the hole at the start of the game.
Was playing the webgl build.
oh no! what was this bug, what happened?
I should of specified mb. The screen simply goes blank.
Here's a video of the bug, audio can still be heard after it goes blank.
https://streamable.com/yfmoyl
EDIT:
It also happens in the exe, here's a screenshot of the console. Hope this helps.
The SFX and animations are great, the only thing i thought was weird was the way suddently climbing a ladder felt when you did it while falling; an animation here would look great i think
Great art, nice music and the game itself plays nice too. Two minor bugs I found so far in the browser version.
Reading a sign and trying to close it with ENTER makes the sign appear again.
Punching while standing on the ledge leading to another room and sliding off makes you isntantly punch again on the next screen.
Also poking your eyes makes you blind (obviously), but I wasn't expecting it and I couldn't find the new eyes on the same screen, forcing me to delete the the save and try again. Didn't have any problems with that the second time, because I knew what was about to happen.
Everything about this game is fun. The SFX are very well done. I almost left a bug report for when you get your eyes poked out. I also found a way to cheese the first boss. If you allow him to follow you to the edge of the level one of his guns will get stuck behind the wall. Besides that it was a very fun boss fight.
The humor in the game is very deadpan/tongue-in-cheek but not too over the top where it becomes cringem, I highly enjoyed it. Very cute/stylish game.
the opening between legendary trial and clockword foyer are 1 tile off being the same size so if you jump from left to right and you can wind up inside the single extra tile of the opening
also i feel like i punch too fast, please add a hat that slows down punching speed to balance this
that's strange because I felt like the punching was a little slow.