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Docile Cry's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #13 | 4.000 | 4.000 |
Art / Graphics | #16 | 4.000 | 4.000 |
Overall Fun | #36 | 3.250 | 3.250 |
Controls / UI | #37 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
-Added shadows
-Added 6 more quests
-Added 2 new skills
-Added new region
-Added 8 more NPCs
-Added party member
-Added hit lag
-Added controller support
-Added Title screen
-Added Inventory, Equipment, Skill (menu)
-Added sounds to looting
-Added 6 enemy types
-Added skill points
Game Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Genre #2
RPG
JRPG | CRPG | MMO| RPG
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Comments
I dig the anime vibes here. Story was engaging and captured my interest right away, I wanted to find out more about Trout. Unfortunately, I could not get to Chrystollil because I couldn't get past the.. forgot the name of them creatures protecting their young. I gave it countless attempts and am pretty stumped.
The game mechanics were clean and tidy. Especially the grapple hook mechanic. The slowness of the gravity and character were a turn off though. But I am on a crappy laptop and did see the game lag, so it could just be my computer; In that case, the game just needs more optimization. It did take quite a while for it to startup as well, which was concerning.
Overall, you have something good here.
Thanks a lot for playing and providing feedback!
That area you were in is a higher leveled area I will do something about that to make it more clear or prevented.
I'll test the game out on a weaker system and find better ways to optimize it.
Thanks again!
Hello! Welcome to Feedback Quest 5!
Before I get into the meat of my feedback, I just wanna note that if you don't have save data and you hit Resume, it crashes.
I finally got further into the game. Ill Magma Trout is proving to be a lot of fun to follow! I honestly don't know if I have any feedback gameplay wise, though there is definitely lag in some things that should be addressed (especially around snails). Maybe an option to change keybinds too?
Thank you very much for playing and providing feedback! The lag and button mapping are in the works.
Levelling up, and the hook platforming bits were the best parts. I wasn't particularly fond of the character, and found them to be a bit offputting. The tone and writing just makes it come off pretty negatively and made it difficult for me to connect with the main character. I also found it a little difficult at first to figure out where I was supposed to go as I went back to the previous stages a few time by accident.
I stopped right around the level with tons of spikes and the mushroom enemy. One hit kill mechanics and punishing results from a missed jump rapidly sap out the fun and that was the breaking point for me. The level design in general feels like a lot of jumping around on random platforms and I think it could be tweaked a bit to give a bit more overall direction.
I did enjoy the enemy design and their animations when injured.
Thanks for the feedback!
Yeah the sense of direction and hp+damage of the enemies weren't in a favorable position to the player. I actually tweaked them yesterday so it's a shame you didn't get to play that version, but that's fine. Good feedback to reinforce the changes I should strive for.
It's a really nicely done game, fun world, I enjoy the character, he has a very strong hot headed shonen vibe, I am just having some issues getting pass certain platform due to my lack of platforming skill I guess. I personally find switching commands a taaaag slow/janky due to animation not being able to cancel half way and switch via new input? It is also the same with enemy engagement, I could be wrong... I have played other platformers where controls felt more responsive to me then I know it's just me.
Thanks for the feedback! I'll need to work on the platforming design since I'm throwing too much at the player. Probably make it less required until the later environment. You actually can cancel attack animations into another action, but only with certain moves so I'll have to do something about that. Would you be able to elaborate on enemy engagement switching via new input? Do you mean when you're just being pelted by them repeatedly?
Thanks a lot for playing!
Will be adding mapping for control and keys in the near future. I'll probably need to do something bad hitstun. Maybe instructions how to deal with it or just a change in the mechanics.