"Error: Couldn't load project data at path ".". Is the .pck file missing?" happened when I tried to download but browser worked fine.
Hitting an enemy/taking damage could use a lot more feedback, Hit stop, flashing frames, clearer visual effects. I couldn't tell if I had damaged the slime until it split apart as its health bar didn't deplete until it entered its final form. I noticed when attacking any enemy they would be invulnerable to any other attacks unless I moved away? It wasn't clear if they were in an invul state as they didn't flash or show anything different about them. I would mash the attack button against the mushroom and only the first attack did anything.
Orca was very annoying since it never telegraphed its attacks, especially the underwater one since it does like half your health.
The castle walls prevent you from moving anywhere once you touch them but slashing them lets you clip through and trivializes the encounter, was this intended?
the walls clip is a bug I was not aware of, A file could be missing, I changed my exporting process to prevent further problems. as for the other stuff, most of it is repeating feedback I'll try to address and sensible stuff(sometimes a dev seems blind to obvious stuff because he knows his game inside and out). thanks for the detailed reply.
-I died by walking off the edge on the first screen, lol. Good stuff. Also the animations for the player are better, I can actually tell that he attacks forward by default now.
-Slime was fine. Orca feels less fair than the old version, like how it has no tell for when it pops up from under the water. After I wrote that, it seems that a shadow does show up, but only sometimes.
-Mushroom is OK, didn't quite realize the green bar was a poison one until it got me. The lack of a player shadow makes it harder to know you won't get hit when the bullet attack starts.
-Castle is a neat idea but has a funny exploit that makes it trivial. If you attack while the wall is running into you you will just phase through it.
Oh man, I never knew about this exploit, lol. uhh, big problem. Thanks for the feedback, the improved VFX/animations for player animations for one were implemented thanks to player feedback.
Is it Trickster Tarva or Heavenly Masterpiece? This game kinda pissed me off real fast. I didn't figure out how to hurt the slime and then the orca insta killed me as soon as the fight started. I was able to get the orca down to around half health but it still bugged me. Game definitely needs work but I like the graphics.
The slime splits to smaller slimes and only the final tier(8 small ones) takes chunks off HP, This was a complaint in the last demo so I added hit sounds and visual effect to make it clearer that damage is done.
presumably when players start the game they learn to associate those with damaging enemies on enemies that die faster so they don't think the slime is invulnerable.
As for the orca / all bosses, I'll add a small buffer to allow players to get ready before the fight starts. I doubt I'll nerf the difficulty much, I want my game to have some brutal difficulty(and I confirmed it beatable). thanks for the feedback. "heavenly masterpiece" is just a joke name because itch asks what you want your project to be called when people launch it.
Comments
DD53 feedback videos:
Demo Day 53 videos of games starting with letters from A – J:
https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA
Demo Day 53 videos of games starting with letters from K – Z:
https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g
It sure was humorous.
"Error: Couldn't load project data at path ".". Is the .pck file missing?" happened when I tried to download but browser worked fine.
Hitting an enemy/taking damage could use a lot more feedback, Hit stop, flashing frames, clearer visual effects. I couldn't tell if I had damaged the slime until it split apart as its health bar didn't deplete until it entered its final form. I noticed when attacking any enemy they would be invulnerable to any other attacks unless I moved away? It wasn't clear if they were in an invul state as they didn't flash or show anything different about them. I would mash the attack button against the mushroom and only the first attack did anything.
Orca was very annoying since it never telegraphed its attacks, especially the underwater one since it does like half your health.
The castle walls prevent you from moving anywhere once you touch them but slashing them lets you clip through and trivializes the encounter, was this intended?
the walls clip is a bug I was not aware of, A file could be missing, I changed my exporting process to prevent further problems. as for the other stuff, most of it is repeating feedback I'll try to address and sensible stuff(sometimes a dev seems blind to obvious stuff because he knows his game inside and out). thanks for the detailed reply.
-I died by walking off the edge on the first screen, lol. Good stuff. Also the animations for the player are better, I can actually tell that he attacks forward by default now.
-Slime was fine. Orca feels less fair than the old version, like how it has no tell for when it pops up from under the water. After I wrote that, it seems that a shadow does show up, but only sometimes.
-Mushroom is OK, didn't quite realize the green bar was a poison one until it got me. The lack of a player shadow makes it harder to know you won't get hit when the bullet attack starts.
-Castle is a neat idea but has a funny exploit that makes it trivial. If you attack while the wall is running into you you will just phase through it.
Oh man, I never knew about this exploit, lol. uhh, big problem. Thanks for the feedback, the improved VFX/animations for player animations for one were implemented thanks to player feedback.
Is it Trickster Tarva or Heavenly Masterpiece? This game kinda pissed me off real fast. I didn't figure out how to hurt the slime and then the orca insta killed me as soon as the fight started. I was able to get the orca down to around half health but it still bugged me. Game definitely needs work but I like the graphics.
The slime splits to smaller slimes and only the final tier(8 small ones) takes chunks off HP, This was a complaint in the last demo so I added hit sounds and visual effect to make it clearer that damage is done.
presumably when players start the game they learn to associate those with damaging enemies on enemies that die faster so they don't think the slime is invulnerable.
As for the orca / all bosses, I'll add a small buffer to allow players to get ready before the fight starts. I doubt I'll nerf the difficulty much, I want my game to have some brutal difficulty(and I confirmed it beatable). thanks for the feedback. "heavenly masterpiece" is just a joke name because itch asks what you want your project to be called when people launch it.