Great game all around. Really tight controls and the sound fx were top tier. Cant wait to see more of this game. Also not sure if this is intentional but the bgm was missing.
Very fun game with a charming artstyle, albeit it can be hard for me to discern whats going on at times due to the relatively low contrast of the art
The difficulty curve was not very consistent from start to finish, some of the levels were exceptionally difficult but followed by relatively simple or easy ones.
Once I reached room 15 I almost became hard-stuck and gave up due to some weird control issues I had encountered. When you preform an input, that input will be performed repeatedly as long as you continue holding it down and it's the last input you pressed. For example, if you stand still and hold the jump button, you will constantly bhop until you press another button. The reason I discovered this on room 15 is because I was under the impression holding the jump button would make me jump higher, but what ended up happening was the instant i touched the wall on the right, i was walljumping into the spikes, which lead me to believe the jump was impossible. This was happening on the keyboard arrow-keys control scheme.
One thing i'd suggest is adding a tiny grace period for wall jumps, i often found myself wanting to move away from the wall and then pressing jump after i turn around, but this doesn't work as you aren't against the wall anymore. Might just be because I'm used to that input for walljumps from super metroid and my own game, though. Didn't prove to be a tremendous issue
I finished the game on easy mode, forget how many deaths
Hey, good looking game. I like the idle animation. cool transistion screens too.
I had trouble reading fast enough when the controls kept changing. can it perhaps cancel the animation and only show the WASD one, if WASDJ have been pressed within the past 5 seconds? And same to only show the arrow key ones if UP RIGHT LEFT DOWN Z have been pressed within the past 5 seconds, so that it "locks on" to the currently used scheme, because otherwise it is actually difficult ok.
nice using the movement of the game character to progress from the initial menu, that is very smooth way of confirming they learn esp the power jump to reach the door.
I got filtered by room 007, I gave up at 158 deaths. I just couldn't string it long enough and reach the swith
Hello again! Gave the demo a playthrough on easy, so hopefully you didn't hide anything new behind beating Hard mode.
The little illustrations between levels are good, but did they increase the amount of time spent between levels? I felt like they decreased the feeling of flow as I was zooming through the early levels, so you might want to make them optional. The illustrations are on screen for such a short time that they're kind of hard to get a decent look at; while you could increase the time they're on screen, that'd be at odds with the sense of flow, so I'd recommend not doing that. Instead, I'd recommend making the background simpler so it doesn't distract the eye, and moving the illustration to the center of the screen so the player's eye doesn't have to travel as far. Something more complicated but cool could be a system to automatically show the illustration right on top of where the exit door for the level was.
Defaulting to full screen felt like it made things surprisingly harder for me just because things were visually further apart and I had a harder time seeing my own position and my jump target at once.
In terms of actual gameplay, the only change I noticed was the timed spikes on level 10, which is a good change I think.
Comments
Great game all around. Really tight controls and the sound fx were top tier. Cant wait to see more of this game. Also not sure if this is intentional but the bgm was missing.
Very fun game with a charming artstyle, albeit it can be hard for me to discern whats going on at times due to the relatively low contrast of the art
The difficulty curve was not very consistent from start to finish, some of the levels were exceptionally difficult but followed by relatively simple or easy ones.
Once I reached room 15 I almost became hard-stuck and gave up due to some weird control issues I had encountered. When you preform an input, that input will be performed repeatedly as long as you continue holding it down and it's the last input you pressed. For example, if you stand still and hold the jump button, you will constantly bhop until you press another button. The reason I discovered this on room 15 is because I was under the impression holding the jump button would make me jump higher, but what ended up happening was the instant i touched the wall on the right, i was walljumping into the spikes, which lead me to believe the jump was impossible. This was happening on the keyboard arrow-keys control scheme.
One thing i'd suggest is adding a tiny grace period for wall jumps, i often found myself wanting to move away from the wall and then pressing jump after i turn around, but this doesn't work as you aren't against the wall anymore. Might just be because I'm used to that input for walljumps from super metroid and my own game, though. Didn't prove to be a tremendous issue
I finished the game on easy mode, forget how many deaths
Hey, good looking game. I like the idle animation. cool transistion screens too.
I had trouble reading fast enough when the controls kept changing. can it perhaps cancel the animation and only show the WASD one, if WASDJ have been pressed within the past 5 seconds? And same to only show the arrow key ones if UP RIGHT LEFT DOWN Z have been pressed within the past 5 seconds, so that it "locks on" to the currently used scheme, because otherwise it is actually difficult ok.
nice using the movement of the game character to progress from the initial menu, that is very smooth way of confirming they learn esp the power jump to reach the door.
I got filtered by room 007, I gave up at 158 deaths. I just couldn't string it long enough and reach the swith
Costumes didn't unlock for me but I assume that's just for the demo. Anyway, check this out.
https://files.catbox.moe/nagiix.mp4
Hello again! Gave the demo a playthrough on easy, so hopefully you didn't hide anything new behind beating Hard mode.
The little illustrations between levels are good, but did they increase the amount of time spent between levels? I felt like they decreased the feeling of flow as I was zooming through the early levels, so you might want to make them optional. The illustrations are on screen for such a short time that they're kind of hard to get a decent look at; while you could increase the time they're on screen, that'd be at odds with the sense of flow, so I'd recommend not doing that. Instead, I'd recommend making the background simpler so it doesn't distract the eye, and moving the illustration to the center of the screen so the player's eye doesn't have to travel as far. Something more complicated but cool could be a system to automatically show the illustration right on top of where the exit door for the level was.
Defaulting to full screen felt like it made things surprisingly harder for me just because things were visually further apart and I had a harder time seeing my own position and my jump target at once.
In terms of actual gameplay, the only change I noticed was the timed spikes on level 10, which is a good change I think.