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(3 edits) (+1)

I did a video playthrough if that is helpful to you. No commentary, though. https://mega.nz/file/Ecg1HAqY#xCDZTw8t8EIEg7fuxIcbaVaTZV1xUTAiCVVuVq_HKEI

Like an hour and ~28 minutes long.

Notable Time Stamps:
7:22 - Softlock after cutscene going into the Deeps
27:56 - Lady of the Lake Fight
46:13 - Richter Fight
1:08:19 - Rena Fight

Some thoughts:
-Meteor Dive, Orca Flip Kick, and jumping through one-way platforms didn't seem to work with the d-pad. They worked just fine with the analog stick. For reference I am using a DS4 but with DS4Windows to emulate xbox controllers.
-There's this part where you can walk into thorns but if you manage to do so you'll get hit like 3+ times in a row (around the first actual save point I think in the Deeps). Maybe add a bit of kockback so you don't get hit a ton of times with that?
-Map in the pause menu doesn't seem to pan regardless of what I use and it feels like the map progress keeps resetting when I rezone? I'm not entirely sure.

-When I talked to Greg while going at incredibly high speeds, I noticed the skid marks were still active during the cutscene, then went away after it ended.
-I wasn't sure if there was anything left to do after I fought Rena so I kind of wandered around after that. I wanted to go back to the Deeps but the door wouldn't open (despite being able to hit the target from where I was standing) which is unfortunate. Had nothing left to try parry on as far as I was aware at the time of getting it.
-Personally I feel like the camera should be handled a bit differently during boss battles, like more static to show the entire area without moving, at least where appropriate.
-The slimes that come up from the ground and punch you feel like they come out of nowhere. Maybe make them more noticeable while idle? Looking very closely I can see them but they blend in super strongly with the background and such.  
-I never acquired that Speedo. I was 2slow. Going fast is very fun, though.
-The music in the area with the fish in the background is a real jam.

-Another thing I forgot to add with the Race: It would be nice if I could talk to him to retry rather than rezone.

(+1)

Wow, thank you so much for the video and writeup.

- why pause when taking damage? were you trying to fuck with the physics system, or did you just want to see the player damage hitmarker?
- nice attacks, you have a pretty good grasp of the movement and gameplay
- I forgot I left that "be mean/be nice" dialogue choice with Steven in there, that was from when I was testing the dialogue choice system. but I'm happy and impressed that you found it as well as the "secret" Tara dialogue where she's conflicted about wanting to make it back up to the surface
- the dialogue you couldn't get to with Steven near the roof of that cavern in the Deeps isn't anything important. they recite lines from "out of touch" by hall and oates, but with "touch" and "time" replaced by "sludge" and "slime".
- really nice job on the Richter fight. I was worried I made it too hard when prettysober streamed it, but you knew how aggro to be and how to abuse dash and keep him in hitstun.
- you got the speedo from Rob's shop, I forgot to take it out. I think I need to tweak the biker race, I nerfed the player's divekick recently and that might have contributed to it.
- the downwards kick at high speeds is an insta slide, so you don't need to jump. i'll add a control overview in the next update
- not sure what the issue is with that tilemap artifacting, I haven't seen it before. It looks like you're running the webGL version at a high resolution, which I can't really test myself.
- D-pad meteor and orca issues are weird. Thankfully I can test those.
- very impressed during the Rena fight. nice usage of the landing-canceled forward air to extend the hitstun. you beat her faster than I could, I fuck around a lot but it usually takes me at least 2-3 ring breaks.
- Map camera movement issues are fixed but unreleased
- I'll add knockback to the thorns
- Rena and Penelope are the end of the game's content for now
- I'll add eyes to the slimes when they're idle as well

Thanks again, this was really helpful.

(+1)

>- why pause when taking damage? were you trying to fuck with the physics system, or did you just want to see the player damage hitmarker?
I had a moment of wondering if I could break something, like the one bit before going into town for the first time, trying to build up a lot of speed to maybe bypass the barrier or assigning weird/redundant buttons to things in the menu at the end.

>-- not sure what the issue is with that tilemap artifacting, I haven't seen it before. It looks like you're running the webGL version at a high resolution, which I can't really test myself.

I was running the vapor-trails-win-exe downloaded version if that helps.

(1 edit) (+2)

>I was running the vapor-trails-win-exe downloaded version if that helps.

That's interesting. I'll try to replicate it then. Thanks for trying to break stuff too, it's nice to see someone try to pick apart the game.