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Thanks, and thanks for the feedback.  How far did you make it through the game/ how many stages of the tree did you see so I can try and interpret your feedback as accurate as possible?

So for the whole animations front the player and enemy were originality implemented without any ran out of time to add them latter, as for the boss in the background it has more animation to it since I prioritized it for animating so that the different stages were clearly being moved between.

ya the jumping is a little odd do too a few reasons mainly that the input and ground checking do too some janky code is a bit to decoupled from each other as well as ran out of time to make the jumping/movement quick and responsive but not out of control and sudden.

As for the scoring,  I did original have planed different pickups/power-ups and there is even a hidden unfinished score in the game already that was lowered on priority since there is limited enemy's.

Seems like I didn't even make it past first wave since I hadn't seen the transition and second enemy type. Actually thought that the game was endless before checking out the other comments.

Went for some more tries and made it to the actual boss fight but perished there quite quickly. Dunno if something is going on with my computer right now but every now and then (maybe each time garbage collection hits or something) the game starts lagging like crazy and becomes unplayable for several seconds. Does't really make it any easier. 

Psh, can't give up yet, more tries incoming...


Finally! Can't say it was hard really, just tedious. The addition of enemies and boss even for sure made it more interesting but not more fun really. Quite the opposite. The slow slog to fight the boss enough times to beat it was just a slog. Just a test of patience. If you try to rush it at all, you'll get punished and have to face the boss with 1 or 2 hearts.

The more I played the more the lack of feedback started irritating me. Like few times I thought I was reaching the boss with full health just to realize that I had been hit few times without noticing. The flash on sprite is way too subtle and lack of sound doesn't help either. And the hitbox is too large too. Close calls are fun and should favour the player. Feeling like you didn't get hit when you did does not feel good.

The third enemy was boring copy/paste of the first one. No real difference at all. Well you couldn't be that close to them while killing and jumping over the projectile but wasn't such a smart strategy with the green ones either. The boss fight itself was pretty cool though even though the tentacles telegraphing felt a bit fast to my reflexes at least. And here too, the unruly controls didn't help at all. Kinda like in old Castlevanias where you had to plan your jumps beforehand but for completely different reasons. It's more like a turn based game than a platformer where you can play on reaction.

(+1)

Oh my thanks for playing through the whole game did not expect anyone other than me seeing if it was possible relay to do that.  Will definitely agree it starts to feel like a slog to beet the boss. 

Going to half to see whats causing that lag spike didn't see it while i was testing but ya it probably is garbage collection didn't relay optimize the code to not be freely  trashing an creating objects all the time. 

On the note of feedback for getting hit that just for some reason alluded me while putting this game together diden't realize it till after uploading it and testing to see if the game was beatable will agree can be vary annoying getting to the last stage and realizing a heart or two disappeared somewhere.

Ya the 3rd yellow enemy was there for the whole jumping thing witch was supposed to be a bigger part but do too my poor balancing of the movement  mechanics dose not relay serve its purpose as well as it should.

Again Thanks for playing through the whole game and giving me all this feedback will be sure to check out you're game when I am on a computer that wont explode while trying to run pong. :D