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Very short and feels more like a proof of concept than an actual game. I can see a lot of ideas, and I would urge you to play more similar games (or at the very least watch people play similar games more), like, action adventure platformers (metroidvanias, essentially) because you're hitting a lot of the tropes but there's also a lot more you can do to improve execution-wise. The animation's a little lacking, but that's forgivable if you were trying to manage everything, in which case, really, getting gameplay right is more important. But even then, like, the attack hitboxes look too close to the character so you're literally at almost 0 range when you attack not giving any real options for dodging in an out of attacks. And hits don't provide any visual or auditory feedback, so I can't really tell if my attacks are landing because they both don't flinch or get knocked back, and there's no hit/damage sfx; and at the same time I don't know I'm getting hit other than when I look up at what is essentially a health bar.
I'm not trying to destroy your efforts here. I don't know what your circumstances were. I just feel the execution leaves a lot to be desired, and that it comes from a lack of experience. I say this with a 100% genuine desire to see you do better in the future. Good luck out there o7
A neat short game! Although, I think enemy feedback and some more sprite animation for the player is needed to added to game feel!
If you planned to expand more I would maybe suggest that player attack range are a bit further than the enemy so it wouldn't be a roll on who's got the attack to hit first.
That being said, good job!
Cool short game! One aspect that could use improvement would be the sprites, since while they are nice, more sprite animations would definitely make the combat feel smoother. This would make attacks from the enemies easier to see and react to, and it would also make managing your own attack cooldowns easier. Good job on making this!
Definitely seems like controller is the way to go for this one, it works well. The complaints I have about this game are pretty much all already here (Hard to tell what's a platform, feedback for attack, etc.) So instead I will say:
Congrats on getting noticed!! Crimson Ruze seemed so excited that there's a game about him at all!!! Nice!
That and I shouldn't be required to kill my little orange guy to win! He didn't do anything wrong!!!
Stick to one set of controls. For this type of game, you can use the Arrow Keys and Z,X, and C on the keyboard. Other than that good first-time game!
Cute little game, keep at it!
Decent little action platformer. The disparity between visuals/collision and the lack of audiovisual cues for attack/block/hit/damage compound on each other, which makes the game feel worse than it actually plays, but fixing both would make this a solid foundation even for a larger game.
Not sure if this is what you were going for, but this game has that castlevania vibes visually, and I like it alot.
Wish there's a little more you can do to avoid getting hit. Attacking and blocking feels kinda random, since attacks are almost instantaneous.
Beat it after a couple of tries!
It was funny bouncing off the Ruzader's 😂
List of improvements if you haven't already thought of them and if you want to continue expanding on this:
Ruzaders are always cute, even when corrupted!
I was kinda confused with the regular colored zader there, I didn't killed him at first because I though that he was a helper or something, very dramatic moment when I realize I had to kill him after I ended Azure and the End Game didn't trigger.
It was kinda hard to know if I hit the ruzaders, or when to block, a little animation making them shake before attacking or something simple like that could go a long way!
Overall I had fun! Thanks for the game!
This is a neat idea and a good game, but the combat could use some game feel tweaks that I think would go a long way. Some sound effects for hitting the enemy and getting hit, with maybe a bit of screen shake as well so I realize would work very well. Extending the hit graphic to be where the hitbox is would also be nice. An indicator for when an enemy is going to attack would also be huge since I can react to that and block.
I also ran into a bug where I fell off the pillar and then couldn't jump anymore, which softlocked me since I fell to the left. Couldn't recreate it though so unfortunately I can't really say why.
Great job though!
Thanks for creating a good game! Just some feedback about the combat, might consider some damage feedback because sometime I don't really know if I am damaging the enemy or get damaged unless I keep an eye on my HP bar, which is quite hard to keep track the percentage of redness of it.
Good action game, reminds me of Zelda 2, glad to see more games of Holostars. My suggestion would be with the background contrast, It could be easy in the eyes with less detail to make the foreground elements ( characters) stand up more, especially to make the cute sprites of the Ruzaders shine
Great job overall programming a whole moveset of different skills to Crimson Ruze
Short action game! It took me a couple of tries but I managed to defeat the corrupted Azure!
Some improvement points:
- The visuals for the attacks can be improved. I honestly couldn't tell if I was doing the 3 part attack or not since every slash looked the same.
- The attack hitbox does not match the visual. The attacks can hit further than what the slash sprite shows, which negatively affects the gameplay experience.
- The BGM should loop. I know it's supposed to be a short game, but hey some players may take their sweet time to finish it... so let the music loop until the end! XD
I liked the Idea! But it was really hard to tell when to block, when to Attack while also not knowing the actual hitbox of the Attacks which felt a little off. (Which makes it even harder with no attack animations) Needed a few tries until defeating that Boss and it took me to remember his whole move set on when he uses what LUL.