Cool and atmospheric environment, sluggish movement and combat.
Played up to getting the double-jump module, ran away from the spawned miniboss after dying to it a couple times, then couldn't figure out how to proceed.
Regular movement is too slow, I wanted to sprint everywhere. On that note, sprinting works strangely:
- While moving, once I start sprinting, I can release the shift key, and keep sprinting.
- This makes sprinting seem like a toggle, which would be nice, except as soon as I jump or change direction, I stop sprinting.
The dash and aerial attacks don't work how I expect (read: want) them to work:
- What I expect from aerial attack: jump up, then crash down, damaging anything below or in front of me.
- What I get: Bounce off the helicopter enemy, then flop onto the ground.
-What I expect from the dash attack: dash forward, damaging the enemy in front of me.
- What I get: Accidentally activate the dash attack (because I'm sprinting everywhere) as I try to attack the enemy in front of me, charge into, then smack face-first into it, without (apparently) attacking or damaging it.
On Modules and parts:
- What Modules are when first picking one up is poorly communicated.
- Bug: Clicking the [x] button after installing a module to a location, without installing a part doesn't do anything.
- Bug: Removing a module from a location with a part still in it makes the part vanish. The module can be added to another location, but the part doesn't appear in either the module or the inventory.
- I tried adding the Module + Explode to On Receive Damage and On Jump locations. No apparent effect. NBD, probably not implemented yet.
- From a design standpoint, I don't really like having both modules and parts being freely equipable/unequippable. Either you install the module permanently, and can switch out parts (if you do this, I suggest making modules have fewer slots, and having the ability to install multiple modules per location), or parts are permanently affixed to modules, but the modules can be swapped in and out of your locations.
Overall, a good amount of content for a prototype, a good aesthetic, but the core gameplay needs refinement.
Hey thanks so much for playing the game and writing this review! this is some really good feedback and I think its going to help me make some improvements!
the idea is you have a module, and you'll collect / craft more in the game and improve the amount of slots they have. The power baubles are like materia from ff7 mixed with items from risk of rain 2. They have effects and or status changes that get activated all at once when the module activates. When you equip it to a slot, that slot corresponds to the action that triggers it.
Thats the concept anyway, still a long ways to go, and of course making a tutorial for that is gonna be gnarly
Comments
Cool and atmospheric environment, sluggish movement and combat.
Played up to getting the double-jump module, ran away from the spawned miniboss after dying to it a couple times, then couldn't figure out how to proceed.
Regular movement is too slow, I wanted to sprint everywhere. On that note, sprinting works strangely:
- While moving, once I start sprinting, I can release the shift key, and keep sprinting.
- This makes sprinting seem like a toggle, which would be nice, except as soon as I jump or change direction, I stop sprinting.
The dash and aerial attacks don't work how I expect (read: want) them to work:
- What I expect from aerial attack: jump up, then crash down, damaging anything below or in front of me.
- What I get: Bounce off the helicopter enemy, then flop onto the ground.
-What I expect from the dash attack: dash forward, damaging the enemy in front of me.
- What I get: Accidentally activate the dash attack (because I'm sprinting everywhere) as I try to attack the enemy in front of me, charge into, then smack face-first into it, without (apparently) attacking or damaging it.
On Modules and parts:
- What Modules are when first picking one up is poorly communicated.
- Bug: Clicking the [x] button after installing a module to a location, without installing a part doesn't do anything.
- Bug: Removing a module from a location with a part still in it makes the part vanish. The module can be added to another location, but the part doesn't appear in either the module or the inventory.
- I tried adding the Module + Explode to On Receive Damage and On Jump locations. No apparent effect. NBD, probably not implemented yet.
- From a design standpoint, I don't really like having both modules and parts being freely equipable/unequippable. Either you install the module permanently, and can switch out parts (if you do this, I suggest making modules have fewer slots, and having the ability to install multiple modules per location), or parts are permanently affixed to modules, but the modules can be swapped in and out of your locations.
Overall, a good amount of content for a prototype, a good aesthetic, but the core gameplay needs refinement.
Hey thanks so much for playing the game and writing this review! this is some really good feedback and I think its going to help me make some improvements!
the idea is you have a module, and you'll collect / craft more in the game and improve the amount of slots they have. The power baubles are like materia from ff7 mixed with items from risk of rain 2. They have effects and or status changes that get activated all at once when the module activates. When you equip it to a slot, that slot corresponds to the action that triggers it.
Thats the concept anyway, still a long ways to go, and of course making a tutorial for that is gonna be gnarly