I beat the demo after getting my ass handed to me by some fire worms and the boss, the latter more than the former. I really like this demo! I was wary at first but I actually do like the stylized characters and I'm a sucker for 3d platformer ps2-esque adventure games. The combat was good, but it took me a good minute to figure out that the blue thing was a shield and I found I could clear most of the demo with fire breath, as killing enemies replenished it a bit too easily. I ran into a bug where if you fall the combat stance and normal stance switch, which caused for some confusing gameplay. I also found it strange that interact and stance switch are both on 'e' so when you go to light the first lamp on fire you interact with it until you walk away, not optimal. The boss fight was good in a challenging way, but very difficult compared to the rest of the game. I think you've changed him to face the player more, but now he will snap to the player after lunging, leaving little to no opportunity for some sweet attacks on his back post-lunge. Overall great demo and I love the atmosphere and gameplay. Also the checkpoints were perfect! Are you really releasing it in December? I am interested in the rest of the game and getting more weapons and spells.
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Thanks for playing my game and leaving feedback, dude, I appreciate any feedback I can get.
So, yeah, the blue thing is, in fact, a shield known as the Energy Buckler. In the tutorial (which I omitted due to it being incomplete), the Minister states to "right click to block". The tutorial will return and I'll add a part in the manual explaining the Energy Buckler in more detail like with the weapons.
I have recently rebalanced the enemies in the Iron Ghetto to spawn less fire and health orbs because many people have alerted me to the fact that the game became too easy as a consequence; as a result, they now spawn less orbs. Strangely, most of the later enemies are very stingy with their health and fire orbs, and only in the Iron Ghetto are the enemies very generous.
The AI for Brutus Canor, the boss of the area, has been updated since Demo Day to be less...bad. I cured the Viceroy of his epilepsy and he no longer spazzes out after attacking, but I will see about fixing this snapping issue. Canor is difficult, but when compared to the other bosses, especially the final boss, he's about as lethal as a puppy.
I'll see about changing the interaction radius for the lamps such that, once players interacts with them, they can immediately switch stances and activate them.
I have it set for sometime around December, as cutscene creation, voice acting (Gotta get my buddies to voice the protagonist's buddies), bug fixes, and general quality-of-life improvements are all that's needed at this point. Besides, it's the year of the dragon and I'll be damned if I don't release this game in this momentous timeframe.
Again, I appreciate you for playing my game and leaving feedback. The next update will include the completed Iron Ghetto, as some parts have been omitted due to time constraints (such as the Quest from Belinda the Ageless One and the full cutscenes for Brutus Canor).
Nice, well if you recently changed the enemies to drop less than I'm sure it's fine in the larger picture because it's just the beginning and it was fun to fire breath a bunch of small dogs. If Canor is easy, then I'm excited to see the later bosses! Good luck with your December release my friend! I'll play the next demo if you still want to drop it :) Also i forgot to mention that the death cutscene is kino