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The canyon stage really hurts. One of the boulder sections forces you to either abuse the boulders' broken hitboxes or glitch them out of existence with the camera. The second instance of the miniboss is practically unkillable without the sword or the strength upgrade, so I was initially forced to just "climb" over him while taking damage and then run to the other side. Hitting the edge of the rail in the second minecart section sometimes dropped me into a pit despite making the collision sound. To top it all off, the harpy boss at the end became invincible after her health bar was drained. (The cutscene was funny though.)

The game could benefit from more tuning in general. Player error allowance is often lower (or occasionally much higher, as in the case of the completely nonthreatening axe-throwing goblins) than it should be. The game gets hard very quickly and seems to expect you to buy stuff from the shop, which essentially requires grinding and replaying stages. Magi's jump arc is a bit off from the Mega Man-styled physics I know you were attempting, as she just sinks like a rock the instant you let go of the jump button.

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Thank you muchly for your input Firespike! I'm a little concerned about the Harpy Queen becoming invincible when her health is drained. If you could be a bit specific on when, like when you kill her/half HP, etc. That'd help narrow it down for me! As for the boulders, I have been having a hard time with the hit detection. So I will definitely doing a more thorough look on how I can fix it and not make it as stressful when going through the boulder sections of the mountain level.  As for Magi's jumping, specifically when letting go of the jumping button, would it preferred if the fall was lighter? (Later MM games implemented this.) It has been a while since I looked at some of Magi's control physics, so your input will definitely help give a little more insight on how her movement and reaction should handle. 

Regardless, this will be good criticism to receive so it will help Arcanion become not as stressful to play through! ^_^

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After her health bar was completely drained, it disappeared and she just kept tanking hits like nothing happened. I only hit her with the basic projectile attack while using the power amulet.

Regarding jumping: In the classic series, Mega Man's upward velocity wouldn't instantly be reversed if you released the button mid-jump. His jump would immediately peak before he accelerated downwards, said acceleration being faster than that of a full jump but not instantaneous. In Mega Man 1 and 2 he would take a brief moment to decelerate and reach the apex of his jump after you released the button, but those games hadn't yet nailed the proper Mega Man feel.

OHHHkay! I see what you mean, so releasing the jump button shouldn't immediately send her down, but more stop her ascent for a brief second before descending! Alrighty! I'll see what I can do about that! 

I don't think even equipping the Power Ring should have any effect with the damage calculations when killing enemies and bosses, but this still does concern me, so I'll definitely look into that. 

Oh, and that mine cart falling into a pit thing, do you mean when you touch the rails you still fell through? Or do you mean when you fall into the pit you hear the landing sound and still die?

I touched the very edge of the rail and heard the landing sound, but still fell through it.

that happened to me as well firespike33