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A jam submission

Trickster Chaos - DemoView game page

A humorous boss rush game
Submitted by Trick (@grey_feather9) — 2 days, 23 hours before the deadline
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Trickster Chaos - Demo's itch.io page

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Comments

Submitted

As most others have said: hitboxes are a bit of a mystery and weapons need feedback. You could also remember the last input direction so neutral attacks don’t always go left. Seeing as the bosses are big give them colliders to prevent the player walking through them.

I think the web version is a bit janky (macOS, Firefox). The killer whale battle didn’t work. It loads up but then freezes: player doesn’t move, enemy doesn’t move. Couldn’t damage the jelly. A couple of times the mushroom fight froze when it spawns the little shrooms. That sweet music continues playing though. Keep that sweet music.

Nice early prototype. Looking forward to seeing it developed.

Developer(+1)

the music is copyrighted so unfortunately that's the one thing that won't stay around. 

Submitted

Never mind. Still go for that vibe when you do get around to making your music, matches the game nicely.

Submitted

The whale fight was  my favorite and my game crashed during the mushroom fight (I got hit by one of its projectiles, but I'm not sure that was the cause, game just froze).
Since we play using the keyboard, I'd like to pick the fight from the main menu using the keyboard too.
Just a suggestion: maybe we could have a specific ranged weapon for a specific boss-fight. Just for a change, you know? A giant bird or dragon, maybe.
Keep it up.

Submitted

Make a debug mode where hotboxes and hurtboxes for everything (boss, sword, player, etc) are visible.

Things you need to fix should be obvious.

Submitted

Very rough. For example, first time I fought the mushroom all he did was jump and I mashed X to victory in 15 seconds. Slime can't seem to be damaged, unless he was in an invincible state and I was just supposed to wait. Killer whale was the most enjoyable, attack patterns were well done if a bit repetitive since it takes awhile to chip him down.

Controlling the character isn't bad per se, but it's limiting attacking from the sides and the jump feels a bit choppy. If the character is tweaked to feel nicer to use, I think it will raise up everything else.

Also, nice one with the settings menu.

Developer

Thanks for playing, a repeated response is that people didn't figure out the slime splits if you keep damaging him (1, 2, 4, 8) and only at the last stage it affects the HP bar, I'll tune that.

did you discover holding a direction and attacking does left/right attack? I want to let the player experiment and find out the game mechanics, but if many players miss that, I'll have to rethink my design.

Submitted
did you discover holding a direction and attacking does left/right attack?

Half-so. I figured that would happen, but then I was a bit confused when seemingly my attack would go the other direction sometimes when attacking at neutral. Intuitively, the character would keep attacking in one direction until you press the other direction. Unless it is like that, and my issue was of my own device or something else.

Developer

the default is front (which looks like a swipe right to left) but if you hold a direction it attacks left/right. remembering your last direction is a popular request, I'll probably do that.

Submitted

Like the description says, the shadows and hitboxes are in the wrong places. Also how to direct the attacks? They mostly go to the left when trying to aim at the right.

Killer Whale was fun.

Slime has WAY too many hitpoints to be fun.

Mushroom was ok, the bad hitboxes made it really weird, an the mushrooms never had a indication when they spawned on the floor.

A very good framework, but needs a lot more polishing and sound effects.

Developer(+1)

Thanks for playing and for the feedback.

Submitted

I'm not very good at these types of games but I found the hitboxes to be weird, especially for the slime boss I felt like no matter where or how I swung I wouldn't hit him. The killer whale fight was probably the most fun for me, just because every attack is telegraphed well and there are obvious openings to go on the offensive. I felt like a lot of attacks were one shots when they probably shouldn't be, especially the mushrooms projectiles. I also feel the area size was really limiting.

Developer

Thanks for playing, a repeated response is that people didn't figure out the slime splits if you keep damaging him (1, 2, 4, 8) and only at the last stage it affects the HP bar, I'll tune that.

Submitted

The killer whale and the mushroom boss fights were pretty fun but this game really needs more hit feedback and better game feel in general. The small mushrooms were also pretty hard to hit and I don't know what the C key action does.

There were also a  lot of weird instant kill cheap shots like with the killer whale's offscreen attack. I was also not a fan of how small the arenas were because you barely had any space to move in them. That removes depth from the game because you can only fight in close-range so there is less risk/reward involved as with larger arenas you can play in a safe way by focusing on avoiding boss' attacks and only attacking after the boss does punishable attacks.

I think allowing the player to attack in all-8 directions, adding a weak projectile attack and making the game faster would also make it more fun

Developer

thanks for playing, I appreciate the feedback. 

as the other anon said I'll try to implement a method to show where you're hitting, I'll reduce the small mushrooms amount or give them longer lifetime.

the arena is screen-sized because it allowed me to focus on creating more basic AI patterns for attacks and ignore enemy movement, as a beginner. it was a compromise. it's not full screen size to allow for enemies to retreat to safety and use projectile attacks, or have "huge" enemies not be off screen(I can't afford zooming out, that'd ruin the pixel art)

The whale has a shadow appearing to warn you when it's rising so the player is supposed to notice that after dying, I think. for the other attacks I plan to add some other alert method so the player is better prepared. 

C was for guarding which is currently scrapped because I couldn't find a reason why it should be used over dodging, instead thinking that creating fun patterns to dodge would be better.

limiting dash and jump to cardinal directions was intentional to encourage player precision, regarding attacking backwards that's probably true(also awkward to draw), I haven't implemented it because I was planning enemies to mostly be in front of the player but with my current enemy design you're punished for being higher up in the arena which isn't fun.

the gamefeel needs tightening so I'll work on that!

Submitted

Took me a few tries to figure out how the slime worked. Some kind of indication that he's been hit even if he takes no damage would be nice. Another button so you can quick attack on the right or if the game just remembered the last direction you pressed and attacked that way would be helpful, no bosses really take advantage of the fact that your fastest attack only comes out on the left side. Movement feels a bit stiff, you start and stop instantly and its hard to tell where the hitboxes actually are. The core gameplay is actually pretty fun, just need to iron out the animations and gameplay a bit more.

Developer (1 edit)

thanks for the feedback and playing, animations are very much WIP, right and left side animation are supposed to be the same length, unless you meant the frontal animation, I think that's that one's the fastest.

I'm planning to implement input queue so you don't have to stop and can dash into jump into attack right away.

I also had a hit animation for the slimes planned, there's also a sound effect whenever you hit an enemy(perhaps it's only when you reach the real boss HP bar, I'll look into that. or could be drowned out by the music. but yeah, hit VFX on hit will also be played for an indication.

As for where the attacks land I can't think of a simple solution. if hit SFX and VFX on actual hit won't be enough that'll be tough. it is a bit awkward to visualize where the frontal attack is when you're hiding the enemy. I've been playing with visible hitboxes most of the time so that's very valuable feedback. thanks.

Submitted

Yeah I was probably mistaking the frontal swing for another side swing.

I get an error about some web server configuration stuff. Full text pasted below.


Error

The following features required to run Godot projects on the Web are missing:

Cross Origin Isolation - Check web server configuration (send correct headers)

SharedArrayBuffer - Check web server configuration (send correct headers)

Developer

Odd, it works for me on vivaldi(chromium based)
I'll upload a downloadable version.