Thanks for the feedback. I'm experimenting with bumping up the internal resolution, since that's been an issue others have brought up and it's probably a good idea to give the game and player a bit more breathing room. I'll likely end up reworking those dogs, since just about everyone has had issues with them.
Viewing post in Project Rushdown jam comments
Much better, this game is very enjoyable! I beat the boss, but it was a pain because when you die after reaching the next stage, you keep that many hearts so I had to memorize the boss's (predetermined?) moves to beat him.
Some feedback:
- I'd like a jump (and slide) buffer and coyote time
- I got told this for my own game, but hit boxes need to be smaller than the sprite (the projectiles from the turret feel very big). I'm certain at times that I hit nothing (a few pixels away from the enemy) and it'll register as a hit.
- Music was nice, but I really liked the art!
- I really felt like a ninja sliding, wall jumping, running on the walls, etc. at certain points in the game, you did a good job constructing those parts
I would definitely play a complete version of this, great work!
Thanks for the feedback, glad you enjoyed it! That issue with the boss definitely wasn't intended, on death you're supposed to start with full health. Its now been fixed and the prototype updated. Over the next few weeks I'll be experimenting with yours and all the other suggestions I've been getting, and hopefully I'll have a better game for DD35.