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(+5)

Nice Game but Having Some Issues

The game has a very nice aesthetic and well designed visuals, I also love hack-n-slash or metroidvania type platformer games.

However there are a few things that I have ran into issues/frustrations with when playing the game:

  • The jumping feels weird: The fall speed is really fast which seems very strange for a platformer. I think it would make sense for it to be slower to give the player time to choose their landing more easily, unless this was your intention.
  • The combat: I really don't understand the blocking mechanic, and this might be a "me" thing but toggling a block and not being able to cancel out of it with an attack feels very clunky and rigid. I also just couldn't figure out how to time the block properly. I ended up just strafing to dodge attacks instead of blocking. Perhaps some more tooltips or in the tutorial phase have the player practice it without punishment.
  • Button Tooltips: The tips to show you which button to press is inconsistent and makes for a confusing experience. There had been multiple times where I was pressing every key on my keyboard to try to advance something. Maybe include both buttons for keyboard and controller whenever showing the tooltip and ensure that it uses the current bind.
  • Button consistency: There are too many buttons that do too many different things. There are times when the interact button is for one thing but not another when you would expect it, there are multiple interact buttons, the inventory is difficult to use. I am trying not to complain too much and be helpful but I don't quite remember specific examples. If you want to fix this one let me know and I will go back in and find specific examples that left me frustrated. But I do think the button interaction needs to be a bit more intuitive.

Overall the game has lots of promise, I think without these few frustrating elements that it will blossom into a masterpiece.

(+1)

Hi there friend,

Thank you for giving your feedback, do let me address it

The jumping feels weird:  This I believe is dependent on what platformers you played in the past. I'm sure it will feel moe snappy when I take another gander at redrawing the jumping animations but the overall effect I have now is what I intended. 

The combat: Blocking is more like a blocking stance, once you engage it you get the first couple of frames of an ability to make a perfect parry/counter attack. If you keep it engaged it helps you protect yourself from frontal and behind attacks. Your Idea of practicing blocking would actually be quite good, a training doll in the base could work for that I think.

Button Tooltips: You are indeed correct, while the instantiated tooltips (like those that are shown when you are using a set input method, say you turn on the controller and enter dialogue) work quite well, the stationary tooltips only instantiate at the beginning on the level and I have, unfortunately, not set them to detect input method changes. I will take care of those, moreover from the current Supporter build I have implemented mouse input method for inventory and dialogues so it should be overall easier for mouse/kb users in the next public patch.

Button consistency:  As per what I wrote above, the inventory and dialogue menus get the mouse input as a method. Multiple interact buttons (normal and alternate one) are mainly for the purpose of in-game choices (whether to get defeated after a h scene or stand up) must currently be this way. If you have the time then sure, do share the examples of button inputs that you found frustrating, will do my best to resolve those ^^

Thanks for taking the time to leave your feedback,

~WegildDev