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(2 edits)

I'll be editing this post when I obtain the 'alternative costume' as a reward for a good time and as a reminder for myself, testing out the dodge attack jump bug again to make sure(it's real and works on jump dodge too, seems to be in the same manner as projectile stacking with X)

You epic memers really need to be run out, clearing this under 3 minutes was a huge mistake.


Please add configurable key bindings as the default ones are horrible for me. I don't get the inclusion of a stamina bar as it's specific to the dodge mechanic and it's nigh useless in this demo for actual use of dodging yet good as an option to run faster.  The boss has various safe spots in his first second and third phase(you can keep him out of the screen in his third phase by shooting him out in a rhythm). So what really is the point of dodging then?  You implemented a much better mechanic with a single button combination (jump + dodge - which strangely also has about the same amount of i-frames that your regular dodge has making me question more concerning your decision to include the regular, stamina-like version) that also uses the green resource bar. At least with that I can make informed decisions around my current situation - do I need damage or do I need to make a quick dash to evade this next move? - as an example. One could argue you can just move out of the way in place of using your regular dodge with how the boss is designed currently and honestly it just feels tacked on for the sake of it. If you're fast enough at pressing X, you can consistently glitch out (some of) the cube projectiles into a single stack and they'll most of the time dissipate out of thin air causing frustration and massive damage loss. Get lucky and you just earned double the damage of one projectile when you shot out at least 10.

I'm also not aware as to why you included some sort of turn delay in your demo, it's awkward and possibly screws with the player's movement. Being able to turn instantly should be a given in these kind of games. A better option to scale your screen that doesn't lock you out from alt-tabbing would be sweet. Using your default attack locks you in place for a very short amount of time, but thankfully you're able to cancel it into a jump and retain movement, meaning the correct usage of this attack is directly tied to how well the player's knowledge of the controls are and his own skill which I do very much enjoy so thanks for that. Overall player movement is very decent. Certain enemies seem to only pose a minor inconvenience which is rapidly resolved by a grounded dodge. I also think I ran into an issue where if I rapidly pressed shift twice, once to roll, twice for the kick attack, then jumped I managed be able to kill one of those full-black flying robotic enemies by simply touching them. Don't really understand why the player's sprite when not moving seems to have a wildly flailing about dress when everything else about the character is static(mainly hair).

Actually, I just found out you can crouch cancel attacks(just like jump canceling) for zero resource usage. I'm not sure how I feel about this. I like that you can cancel like this, but now it seems too strong although outright nerfing it or removing it seems wrong as it's a good interaction. Jump diving(single/double jump, down-forward C) seems too finicky, please alleviate the input leniency for that. Lastly, onion head spirit is cute. Best of luck on your continued improvement of the game, Oniondev.

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Thank you for the thorough critique! Let me bullet point out a few responses:

  • I will add config keys next time. I'm new to this and I didn't have the time to set this up, but the next time I enter for demo day, they will be present.
  • The air dash actually doesn't have any I-Frames. Rolling allows quick movement without spending magic. If I didn't have a stamina bar though, it would be extremely OP. I still want to work out the kinks of it though with balancing, so I imagine it will be extremely different or possibly not even in the game at all once all the abilities and actions are in. I could always just remove the I-frames though. Not sure.
  • Some haven't found those safe spots, but I agree, the player shouldn't be able to stand there indefinitely for the entire fight.
  • There's an issue with the projectiles firing. I have no idea how people are pressing X so fast to glitch them out, as I haven't been able to recreate the scenario myself. This will be the third time I reworked them from scratch, as it was one of the first things I made in the game.
  • Turn delay a byproduct of the way movement is being handled. It should be instant like the turning in Castlevania, so that will be fixed. Thank you for pointing it out.
  • Alt Tabbing should work still even with screen being resized. What version of Windows are you using? I'm worried about version differences affecting the game.
  • You might of caused the hitbox to stay active after the kick. That's an easy fix. Will do so.
  • So many opinions about the dress, lol. The idea was to make it move actively because of her inner energy as a light spirit. I didn't want to have her just standing there blinking, but if it's getting a lot of negative feedback, I'll just have to change it.
  • Downward Kick might be changed where it will be inputted after a third jump and angled whichever direction the player is holding (so even completely down). Tackling to the attack button does seem strange, I agree. Will change.
  • Onion head is a good insult for her. I might use that for dialogue. :^)

Thank you for the feedback! Can't wait to hear more when you get the costume!

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Just so I get this out of the way while I'm currently re-running the demo for the costume since edited posts don't notify anyone. I'm running Windows 10 and I finally figured out the cause, it being a combination of the maximize button, alt+enter and resizing the screen. I must have done it instinctively after all these demos for full screen. You can ignore it if you prefer your current resizable button for the game's window or you can include true fullscreen. Quite literally mashing X will alone net you a glitch after a bit, debug it with unlimited magic. It's not exactly negative feedback more so to it being weird as there's(here's the part you need to touch up instead of possibly removing a characteristic affecting your character) no aura or any effects to display so. It doesn't have to be constant either, just bind it to the same frame as the dress moves(every 30 frames as an example) and you're golden. This can also apply when she's in a crouch-state, animate the back part of her dress to flow slightly restricted.

>I'm new to this and I didn't have the time to set this up, but the next time I enter for demo day, they will be present.

If this is the game you will be focused only on you can simply update it on this page as you go. It being in a demo-day doesn't restrict you to only updating it between demo day event cycles but alas. That's just the kind of example I see certain developers on here do, some don't but please choose whatever seems best in your situation.

>Onion head is a good insult for her. I might use that for dialogue

That was in no way an insult nor a bullying attempt but no worries, I'll be satisfied if you create one good demo for every 150 mentions of onion head in your game.

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lol no worries about the onion head. I think it's a cute comparison!

I definitely plan to update this specific build the further I go along. Once it's finished, it's a new submission to keep it fresh.

Sorry for memes. :v