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(1 edit)

Nice work!  This is a good, solid base for a roguelite platformer. 

The theme is kinda generic at the moment. It needs a gameplay gimmick, a novel aesthetic, and an emotional core in order to really suck the player in. The sooner you add those, the better, because they're the kind of thing you want as your pillars of game development.  Once you figure them out, they should inform all of your creative decisions.

Gameplay suggestions ranked in order from most to least important:

> My Xbox controller is a little old, and the thumbsticks tend to rattle a little bit when I let go of a direction. Make sure you have "dead zone" in the middle of the thumbstick. (I.E. the character won't switch direction unless absolute value of the input > 0.2 or so.)

>I'm pretty sure you are using "Coyote Time" for jumps, because I didn't feel like I was constantly falling off of ledges when I jumped, but the bottoms of walls need an equivalent of Coyote Time but for for wall-climbing.  It was WAY too hard to catch the bottoms of some floating islands and start a climb.

>I'm unsure if the above is the reason why, but I had trouble climbing walls sometimes. It feels less responsive/intuitive than Megaman X. That's a benchmark you should seriously be aiming for.  Less involuntary X movement when jumping off of a wall or more rapid change from the automatic movement to the player's input would fix the problem.

>At the bottom of the dungeon, the GUI sometimes covers up enemies at the bottom of the level.  Just add a layer or two of solid dirt to the bottom at level generation to fix this.

> Give the player feedback when the player character takes a hit, even if it's just them turning white for a frame and playing a sound effect.  (Needs to be different from the sound when the player hits an enemy because we're never not hearing that sound.)

>I dislike how the gold disappears behind slime, weeds, etc.  You should render the gold on top, just like you would enemies, because the gold is a functional gameplay mechanic!  GUI > Enemy projectiles > Enemies > Player > Collectibles > NPCs > Chests/Boxes/Pots > Interactive objects (lifts, moving platforms, buttons, etc.) > Dynamic decorations (blood spatter, debris, etc) > Collidable walls/floors > Static decorations (furniture, statues, etc.) > Background walls > Distant Parallax backgrounds

> Likewise, a  sound effect when you pick up gold would make collecting gold feel more fun.  Juice it or lose it!

> Whirlwind attack, while kinda fun to pull off, is no better than using your basic attack, because the enemies get knocked back, so you need to drain your entire magic bar just to kill one enemy who you could easily stab three times instead.  (Maybe this could have a place in future versions if there's dozens of mobs swarming you in a room?  But in the first dungeon, it's useless.)

Yes, these suggestions are "polish," but they're polish that affects the core gameplay.  Remember, Miyamoto spent ages perfecting Mario's jump before doing anything else!  You should, too.

Good luck! :)

(10 edits)

Sorry, let me re-structure that as me telling you about the problems. Solutions in parenthesis.  That way it's easier for you to ignore the suggestions and focus on the feedback.


The #1 cause of death is because I didn't realize how much damage I was taking, or when, or why.

(I think the industry-standard fix for this is standard for a reason.  Visual and audio indicators on the player character, not on some life bar far away from where you're looking.)


The #2 cause of death/taking damage is because my character would change directions on its own when I left go of the left thumbstick. I'd move forward to the correct distance to attack, stop moving, and press the attack button, only for my character to face the wrong way on their own so the attack would miss and the enemy would hit me and I'd die. 

(Again, there is an industry-standard solution for this.  Proper thumbstick deadzones (Analogue inputs must be > ~0.2 or ~20% of max possible input in order to "count") would prevent or at least reduce this.)


Wall-climbing is just plain unresponsive in the following situations:  

- When trying to wall-jump off the bottom of a floating island you can just barely reach

- When trying to go from a wall you're ascending onto the top of a platform that's just one tile away from the ceiling.

- Both at once is absolute hell. 

Are you trying to be Spelunky or Dead Cells?  Because right now the wall jumping feels sometimes like sometimes one, sometimes the other, depending on subtle differences in the player's timing, rather than the height of the jump being attempted.  It feels bad.

(These are legal jumps, well within the range of the max jump height, but sometimes they work and sometimes they don't.  If you can detect when the player is likely trying to do these jumps and somehow fudge the rules so the player ends up where they expect to, like some sort of wall jump version of Coyote Time, it will make the game as a whole feel fast, fluid and responsive, but it might be as easy as simply not pushing the player away from the wall when they jump.)


Collecting treasure was annoying.  Collecting treasure should be fun! They're both hard to see because of all the slime and grass covering them up, and there's no feedback when you collect them, which would give a quick cheap jolt of "I did it right" dopamine. 

(Sound effect & number or spinning coin animation disappearing into the sky upon collection.  Draw the important collectible coins on top of the unimportant slime, blood, and grass special effects.)



At the bottom of the dungeon, the GUI sometimes covers up the action.  Enemies, chests, and other important gameplay entities are obscured by the HUD, and unlike the rest of the level, the player can't make the action visible by dropping down lower. 

(Just add a layer or two of solid dirt to the bottom at level generation to fix this.)

Man, thank you so much for the massive feedback! This is a very old version of the game and I already fixed most of the problems you mentioned but there are things I will definitely work on based on your feedback! (Especially wall jumping and layer drawing).

Thank you so much!

(1 edit)

No problem! :D  Glad I could help. But if that's the case, I'm afraid I'm going to have to add more more criticism...

The game I am critiquing on itch is out of date!

(Have you met my friend Builds?  Nightly Builds?  He's great at making sure all the feedback you get reflects the current state of the game.  And as a nice side effect, he makes people know your game's not dead and is still being worked on so it doesn't fall off the hype train before it even leaves the station.)