Wasn't that quite a different game (warioware-like) a few months ago? Anyway... way too much reading for my personal taste, worst part is that you make me mash through all of it again whenever I fail one of the minigames. They are also overall weirdly hard for the wrong reasons, like the physics in the platformer are questionable, the fishing game requires carpal tunnel level mashing (the shark variant is also weird), the tower defense game feels like the goblins have twice the amount of health they should have... You've got a good amount of variety I guess but it's also clear that you've spread the amount of polishing very thin across all of them. I'd just focus on maybe 3 minigames (or really, just do one at a time) at first and make those 3 really good, you can always add more later.
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Very cute - though I found the controls for Wizard Dance and the Shmup mini-games to be kind of imprecise. In Wizard Dance's case I guess it's actually *too* precise - and having to look on opposite sides of the screen for the track is... a lot.
In the shmup game I found my fairy kinda sliding around a little bit - and the projectiles were way too fast relative to that. Like I've played some (what I consider to be) fast shmups before but usually those kinds of games have much smaller (but clearly demarcated graphically) hitboxes on the player's sprite to compensate.
The dragon run minigame also seems to have odd enemy placement - like some enemies will be behind rocks - and I *think* I'm supposed to be able to shoot directly downwards/side to side relative to the direction of the dragon - but either I didn't read something or I couldn't get it to work consistently
The 'Make it Make Sense!" minigame is a REALLY fucking fun idea - but the letter is just sorta one big run-on sentence with big text that makes it hard to take in the paragraph. Though in fairness this might be entirely intentional and part of the challenge so...
Thank you for playing! I agree with you about the Wizard Dance mode; especially when playing in fullscreen on my 4k monitor, sometimes the UI feels a bit too big. But obviously it's still using programmer art, so once I'm ready to replace it all with final artwork, I'll figure something out.
For the shmup mode, the bullets have to move at a certain speed, otherwise it would be impossible to deflect them with the shield. You might be right about the hitboxes though, I'll have to take another look at those.
You should be able to shoot in 4 different directions when controlling the dragon (up, down, left, and right). I may have forgotten to write "mouse to aim" in the instructions; my apologies.
I'm glad you thought the Letter Editing mode was fun! I actually thought about removing that one, until I got some positive feedback about it. And while I was making the levels, I discovered that it's much more fun to play if it seems like one giant block of garbage text at first. If it gets broken down into shorter sentences with fewer misspelled words, it just feels like a chore.
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