Here's a short video with commentary for your short demo:
https://mega.nz/file/LcV3ACxQ#gwdql8T68ENAuVocnCcoeu1fS9ad6gVZoxgsoNJ3Zks
I look forward to your future demo
Here's a short video with commentary for your short demo:
https://mega.nz/file/LcV3ACxQ#gwdql8T68ENAuVocnCcoeu1fS9ad6gVZoxgsoNJ3Zks
I look forward to your future demo
Character angling his sword to swing up and down is a nice touch, but a little bit buggy?
He seems to want to strike downwards when he's standing next to the tower at the end of the level.
I didn't see it happen with any of the other walls - is there a cavity?
On the other hand, he wants to strike upwards when I just finished climbing up a wall, even though he's on flat ground. I can imagine situations where this would be really bad to have happen once enemies are implemented.
Regarding the camera, with keyboard controls it seems awkward to have to hold E or Q for so long when the camera only holds position in four directions. Try having it just go wall the way to the next position when the player presses the button. You might also consider letting the camera swing on its own when the character goes behind the terrain.
I don't see how you could fix it, but the character's jump flip animation breaks the visual processing center of my brain when he does it facing towards or away from the camera.
Very nice overall though - I look forward to seeing where this is going.
foiled by a mac, I'll have to try this again on a PC. I'd let you know *why* it can't be opened, but this is the entire error, and when I click the question mark it opens an empty white box. Looks very fun, I'll be back but I wanted to let you know there may or may not be something wrong with the mac download.
You do a really good job at getting simple graphics and making them look aesthetically pleasing. The sound design was great, and the UI felt good too. Mechanics so far feel solid, nothing feels off. Looking forward to seeing how you implement all of this into a real game.
Also on your page where you list the controls you put that left click blocks, in game i noticed it was actually right click.
Pretty cozy aesthetic, I like it. Like other comments, there's definitely some weirdness with a controller plugged in (0 deadzone on joystick causes constant spinning).
If you end up keeping stamina, it's a little weird that the UI vfx appears on the currently regenerating node when you jump/attack instead of the green nodes
I like the Name. I can already say that the Perspective is definetly viable for a Zelda-like RPG without even having played it.
Camera just keeps spinning around all the Time when I have my Controller plugged in. I'd prefer E/Q to switch Camera Direction on tab, not only on holding. Do you even need a rotating Camera for this?
The little out of Stamina Animation is really cute, as are the Sounds and the overall Look.
Crouch just being a short duck feels odd, especially when it consumes Stamina. Seeing as it doesn't really move you, noticeable especially when you stand still. And running doesn't consume Stamina.
Why is the Stamina bar jumping to the middle of the Screen when I climb, but only then. Shouldn't it be always in the middle if I'm consuming Stamina, or always in the Corner? Is the climbing some kind of special State where I'm supposed to be more worried about Stamina then in Combat or otherwise?
Fell off and died, obviously. Camera shouldn't follow the Player down then I think tho.
The Sword rotating upwards on Stairs to swing that Way is a nice Touch, I like it.
Not much there yet otherwise, but feels pretty polished and nice for what is there. A bit better distinction between ElevationLevels and when something is a Wall I can climb, or just something a single Space apart would be nice tho I think. And as I said, I'd prefer a fully static Camera probably, which would require the Levels to be designed around that ofcourse tho, as the back-stairs are pretty much invisible that Way, and Walls in front of you would've to be hidden and so on.
Enjoyed my time messing around. Visuals look good for minimalism, and the movement/attacking/climbing felt about right. Dash feels wrong I have to say. Animation look off and the distance traveled for the cost is so low. Also you may want to consider doing a Breath of the Wild and keeping your stamina near the player instead of the corner of the screen, given that you already do it for climbing.
Wonderful start! I feel you have an extremely solid base to build a really fun game on top of.
Keep it up, you have the start of a gem here, in my opinion.
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