I don't think the problem is difficulty, if frustrating aspects of the game are reduced then people won't quit so fast. Especially because the first level has the hardest obstacle in the entire game (the pit), it can be a brutal place to learn stuff like "wrong dialogue choices make you re-do the stage" or that jumping off the edges of platforms is very unforgiving (you'll often fail to jump, slip and die)
For later traps though, some of them are very hard to predict because you don't have the time to sit and observe when they'll change directions or appear. For cannons and vases, the projectiles feel like they can last too long and can still be chasing you on the other side of the map (mostly just on the last level though), at the very least let kicking dissipate the projectiles since kicking doesn't seem to serve much useful purpose outside of the boss fight and the one single slime corridor before the boss fight.
(Edit: I just saw part of the video of the other guy playing it and they kick a lot. I don't get why you'd do that when none of the enemies you can kick pose a threat you can't just jump past. I actually like that you can play the game with nothing but the arrow keys and the jump button, spamming kick to kill slimes isn't as fun as timing jumps.)
As for the boss fight, the boss can chain together the vertical-scrolling-left-to-right attack over and over without giving you any time to attack which is frustrating even if you can avoid it perfectly. The dashing attack can come out of nowhere without warning, too, even though you have to get close to attack. There's a bug where perhaps I hit the boss as they started their vertical attack but a second attackable copy of them appeared briefly to attack during the vertical-scrolling-left-to-right attack. Didn't cause any serious issues, just odd. I'd be more fine with the vertical attack if the room was narrower so it didn't take so long to run back and forth and wait.
I liked it. It wasn't great just because the difficulty was all over the place, and full of (difficulty)spikes.
Played with a pad.
Common problems and bugs:
No "press X to move forward" in storyscreens.
No sfx when you kick or when you actually kick enemies(except explosive robots); no sfx when slimes die.
Healthbar ui is super big. In the third level seems placed on purpose to hide falling spikes.
No options while in game (lol the opposite of my game).
Level after the bee encounter was terrible (long, vertical climb). The end session of that level is the hardest part of the game. That's a big problem.
In general, have bullets to have a lifespan, and maybe be erased if they hit you.
Level after you encounter the dryad, there is a long corridor (left to right), at the end there is a pit: if you fall down there you don't die. Also, if you die and then fall into that pit the game wont load and instead will give you some life back. Only solution is restart via menu.
Make the checkpoints visibile, it feels good to reach a checkpoint.
I liked the bossfight a lot but it was super bugged:
Once, I died to her super atk (when she is at low health); on respawn she did the super atk even at full life.
Once, she did her super atk, but she was still in the arena doing her common horizontal atk.
I liked the fruit twist very much.
You have a very good base, you just needed more time to learn what is a good level for your game. I think that just rearranging the challenge to a good difficulty climb can make your game a ton better.
i lost my health in the air and fell into a pit and had to restart to get out
on the first picture of the ending where the green horned girl is meeting all her new friends it didn't show the cow girl so i was scared she wasnt gonna come back , but then it showed her in the next picture so it was HAPPY END :D
I'm not much of a platformer guy so it was pretty challenging at the start due to the amount of hazards so I kinda brute forced my way through it thanks to having a generous amount of health but it still was hard for me but I still really enjoyed it.
The character art and animations were nice, I love the character designs. The level art does need a bit of work though.
Very nice platformer! I got to chapter 6 but then got filtered out by the game. The only complaint that I have is that whenever a level restarts, holding the right arrow key or "D" won't make the character move but holding A or left arrow key will.
Loved the UI and the art is very nice too. I'm sure this will be fun for people invested in hard platforming with a monstergirl add.
Music is also good
EDIT: I tried out pressing the endgame button or the HP refill but it didn't work. Looking forward for more!
In regards to: "I tried out pressing the endgame button or the HP refill but it didn't work", I forgot to mention, pressing the button only adds a small amount of HP and if you want to fully refill your health bar, you can press it as many times you need. Did you try that already? otherwise I will have to check the code.
The game is silly and I love the character/enemy designs, but the platforming is far more difficult when it comes to actually platforming. The spikes and hazards move so fast but your character has so much air-time that it’s difficult to pilot her around - especially when the air dash is activated with the same button as the wall jump and the air dash can bop into walls. So you have 3 options that need to be timed perfectly with many elements that almost seem random to dodge rather than requiring precision (the explosive spinning canons can and will hit you even in “safe” spots).
The controls in the air feel really really bad. You can't come to a standstill in the air by holding opposite direction. Of course you can work around it by swapping directions repeatedly, but what's the point of that? If it's intentional I don't get it. Also, why does the air kick make you go faster in the air? The only thing it does is making the controls feel worse. I didn't play for long because I felt like I was fighting the controls more than the game.
Cute game, but I'm unfortunately not that great at platformers. I like the goofy airdash spin. I think there needs to be a little more air control, both in the initial jump and moving around in the air.
I'd like to be able to stop ascending sooner and perform shorter hops. Hazards along the ceiling are especially annoying since I end up bumping into them as I jump to avoid enemies or hazards on the ground.
And with moving in the air, I think snapping to the direction at full speed makes it frustrating to perform precision landings. I often overshoot my target and end up having to cling to walls just to avoid dying. Easing into full air movement speed would help a ton.
As for who my favorite character was, I've gotta say either Eliza herself or the bee.
The movement in the air its something I gonna rethink how to do, because I want some momentum involved, right now I have the idea of pressing the opposite direction will decrease the speed gradually and eventually change direction, instead of changing at full speed like it is right now.
About the hazards along the ceiling, which ones are most annoying? spikes or cannons?
I enjoyed it degree, but the controls were anoying. Plenty of things I'm used to in other platformers are not here.
You keep all the momentum after releasing the key, can't make tiny jumps by just tapping the jump button, pressing down makes you crouch instantly even if you are still holding left or right and I don't think I used the back jump once.
Personaly, I don't think this is a really bad thing. The game was obviously designed around these controls and changing them would make the game way too easy. I simply sat down, learned the game and got through it without any great issues (Stage 5 and 6 were the hardest. 7 was suprisingly easy compared to those), but most people are probably not going to do that, which is a shame.
Few suggestions:
More sound effects for jumping, kicking, hitting the floor and more. The game is too silent,
Try adding shading around floors and walls. I missed the very first platform because I thought it was just a wall decoration since it had no shadows and thus no depth. Something like this should be enough.
I like the artstyle. All animations except for the running were fine. Running animation could be improved.
Adding some kind of speedrun or challenge mode would also be nice.
And that's pretty much it. I enjoyed it, but I don't mind re-learning things. I checked the steam page and most people don't like adapting to something different. Changing the controls would make the game more enjoyable for more people, but you would probably have to rebuild pretty much all the levels from scratch.
Keeping the momentum in the air was intentionally and was meant to make the game harder, making the player be more careful of his jump. Also the airdash can be performed at any time leaving the ground and it travel a set distance and stop you right at end, I assumed the players would notice that and used at their favor. But seeing many people having problems with those controller, I will have to rethink a way to fix it.I like your observations about the blocks, I will work on that and give them more visual clarity, also, I like the idea of a speedrun mode, the challenge mode is something I have in mind for some time ago, I will definitely make something about it.
Hello, I'm looking for general feedback to make the game more polished in a future update I wish to do. Your opinion on any aspect of the game is welcome. If you find a level too hard and just wanna reach the end, pressing the P key on the keyboard or the Y button in a Xbox gamepad will refill your life (The Steam version don't have this cheat enable)
Also, tell me which girl you liked more at the end of the game.
Comments
I recorded playing games with commentary, and your game is one of them.
Here's the link to the whole DD50 folder:
https://mega.nz/folder/GclCXISL#gwE9S1kRTbe6amYLH2RiYA
I sure would like to know how close I was to completing the demo.
I don't think the problem is difficulty, if frustrating aspects of the game are reduced then people won't quit so fast. Especially because the first level has the hardest obstacle in the entire game (the pit), it can be a brutal place to learn stuff like "wrong dialogue choices make you re-do the stage" or that jumping off the edges of platforms is very unforgiving (you'll often fail to jump, slip and die)
For later traps though, some of them are very hard to predict because you don't have the time to sit and observe when they'll change directions or appear. For cannons and vases, the projectiles feel like they can last too long and can still be chasing you on the other side of the map (mostly just on the last level though), at the very least let kicking dissipate the projectiles since kicking doesn't seem to serve much useful purpose outside of the boss fight and the one single slime corridor before the boss fight.
(Edit: I just saw part of the video of the other guy playing it and they kick a lot. I don't get why you'd do that when none of the enemies you can kick pose a threat you can't just jump past. I actually like that you can play the game with nothing but the arrow keys and the jump button, spamming kick to kill slimes isn't as fun as timing jumps.)
As for the boss fight, the boss can chain together the vertical-scrolling-left-to-right attack over and over without giving you any time to attack which is frustrating even if you can avoid it perfectly. The dashing attack can come out of nowhere without warning, too, even though you have to get close to attack. There's a bug where perhaps I hit the boss as they started their vertical attack but a second attackable copy of them appeared briefly to attack during the vertical-scrolling-left-to-right attack. Didn't cause any serious issues, just odd. I'd be more fine with the vertical attack if the room was narrower so it didn't take so long to run back and forth and wait.
Best girl is either boss girl or cow-girl.
I liked it. It wasn't great just because the difficulty was all over the place, and full of (difficulty)spikes.
Played with a pad.
Common problems and bugs:
No "press X to move forward" in storyscreens.
No sfx when you kick or when you actually kick enemies(except explosive robots); no sfx when slimes die.
Healthbar ui is super big. In the third level seems placed on purpose to hide falling spikes.
No options while in game (lol the opposite of my game).
Level after the bee encounter was terrible (long, vertical climb). The end session of that level is the hardest part of the game. That's a big problem.
In general, have bullets to have a lifespan, and maybe be erased if they hit you.
Level after you encounter the dryad, there is a long corridor (left to right), at the end there is a pit: if you fall down there you don't die. Also, if you die and then fall into that pit the game wont load and instead will give you some life back. Only solution is restart via menu.
Make the checkpoints visibile, it feels good to reach a checkpoint.
I liked the bossfight a lot but it was super bugged:
Once, I died to her super atk (when she is at low health); on respawn she did the super atk even at full life.
Once, she did her super atk, but she was still in the arena doing her common horizontal atk.
I liked the fruit twist very much.
You have a very good base, you just needed more time to learn what is a good level for your game. I think that just rearranging the challenge to a good difficulty climb can make your game a ton better.
please add wall rails for the vertical saws, having to remember the bricks to land on safespots was a nightmare
other than I liked the game a lot, even though it was mildly infuriating at times, I guess its the nature of this kind of games
well done
I'm glad you liked the game , I will take in account your comment about the vertical saws.
i lost my health in the air and fell into a pit and had to restart to get out
on the first picture of the ending where the green horned girl is meeting all her new friends it didn't show the cow girl so i was scared she wasnt gonna come back , but then it showed her in the next picture so it was HAPPY END :D
The controls felt good and responsive.
I'm not much of a platformer guy so it was pretty challenging at the start due to the amount of hazards so I kinda brute forced my way through it thanks to having a generous amount of health but it still was hard for me but I still really enjoyed it.
The character art and animations were nice, I love the character designs. The level art does need a bit of work though.
Also Eliza a cute.
Very nice platformer! I got to chapter 6 but then got filtered out by the game. The only complaint that I have is that whenever a level restarts, holding the right arrow key or "D" won't make the character move but holding A or left arrow key will.
Loved the UI and the art is very nice too. I'm sure this will be fun for people invested in hard platforming with a monstergirl add.
Music is also good
EDIT:
I tried out pressing the endgame button or the HP refill but it didn't work. Looking forward for more!
Thank you for playing my game St0rmbringer
In regards to: "I tried out pressing the endgame button or the HP refill but it didn't work", I forgot to mention, pressing the button only adds a small amount of HP and if you want to fully refill your health bar, you can press it as many times you need. Did you try that already? otherwise I will have to check the code.
I'm pretty sure I tried both buttons but none seemed to do anything :C
Here's a quick fanart I did
Ok, thank you for checking, I will have to check my code and I see if I have something wrong over there.
Beautiful Eliza, I like her mischievous expression, very very cute. Thanks for the art.
Very cute game, but it's too hard for me.
The game is silly and I love the character/enemy designs, but the platforming is far more difficult when it comes to actually platforming. The spikes and hazards move so fast but your character has so much air-time that it’s difficult to pilot her around - especially when the air dash is activated with the same button as the wall jump and the air dash can bop into walls. So you have 3 options that need to be timed perfectly with many elements that almost seem random to dodge rather than requiring precision (the explosive spinning canons can and will hit you even in “safe” spots).
The controls in the air feel really really bad. You can't come to a standstill in the air by holding opposite direction. Of course you can work around it by swapping directions repeatedly, but what's the point of that? If it's intentional I don't get it. Also, why does the air kick make you go faster in the air? The only thing it does is making the controls feel worse. I didn't play for long because I felt like I was fighting the controls more than the game.
Cute game, but I'm unfortunately not that great at platformers. I like the goofy airdash spin.
I think there needs to be a little more air control, both in the initial jump and moving around in the air.
I'd like to be able to stop ascending sooner and perform shorter hops. Hazards along the ceiling are especially annoying since I end up bumping into them as I jump to avoid enemies or hazards on the ground.
And with moving in the air, I think snapping to the direction at full speed makes it frustrating to perform precision landings. I often overshoot my target and end up having to cling to walls just to avoid dying. Easing into full air movement speed would help a ton.
As for who my favorite character was, I've gotta say either Eliza herself or the bee.
Thank your review Slamtaro,
The movement in the air its something I gonna rethink how to do, because I want some momentum involved, right now I have the idea of pressing the opposite direction will decrease the speed gradually and eventually change direction, instead of changing at full speed like it is right now.
About the hazards along the ceiling, which ones are most annoying? spikes or cannons?
I enjoyed it degree, but the controls were anoying. Plenty of things I'm used to in other platformers are not here.
You keep all the momentum after releasing the key, can't make tiny jumps by just tapping the jump button, pressing down makes you crouch instantly even if you are still holding left or right and I don't think I used the back jump once.
Personaly, I don't think this is a really bad thing. The game was obviously designed around these controls and changing them would make the game way too easy. I simply sat down, learned the game and got through it without any great issues (Stage 5 and 6 were the hardest. 7 was suprisingly easy compared to those), but most people are probably not going to do that, which is a shame.
Few suggestions:
More sound effects for jumping, kicking, hitting the floor and more. The game is too silent,
Try adding shading around floors and walls. I missed the very first platform because I thought it was just a wall decoration since it had no shadows and thus no depth. Something like this should be enough.
I like the artstyle. All animations except for the running were fine. Running animation could be improved.
Adding some kind of speedrun or challenge mode would also be nice.
And that's pretty much it. I enjoyed it, but I don't mind re-learning things. I checked the steam page and most people don't like adapting to something different. Changing the controls would make the game more enjoyable for more people, but you would probably have to rebuild pretty much all the levels from scratch.
Thank your review QuentinWH,
Keeping the momentum in the air was intentionally and was meant to make the game harder, making the player be more careful of his jump. Also the airdash can be performed at any time leaving the ground and it travel a set distance and stop you right at end, I assumed the players would notice that and used at their favor. But seeing many people having problems with those controller, I will have to rethink a way to fix it.I like your observations about the blocks, I will work on that and give them more visual clarity, also, I like the idea of a speedrun mode, the challenge mode is something I have in mind for some time ago, I will definitely make something about it.
Hello, I'm looking for general feedback to make the game more polished in a future update I wish to do. Your opinion on any aspect of the game is welcome. If you find a level too hard and just wanna reach the end, pressing the P key on the keyboard or the Y button in a Xbox gamepad will refill your life (The Steam version don't have this cheat enable)
Also, tell me which girl you liked more at the end of the game.