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(1 edit)

Your demo appears to be caught in a time loop of perpetual July, might wanna look into that. ;)

    On a more serious note, I'm a big fan of the new aerial combat, it feels so much more dynamic than the previous build. Unfortunately you might want to take another look at the part where you allow infinite aerial attacks, since the tree boss can now be killed by just hovering next to his weak spot and constantly pressing the stab button. Maybe stop having attacks bounce you up after the first full combo of three?

    Due to both not having played the game in a while, and the new combat system, I managed to get a semblance of the new player experience, which pretty much boils down to: You press the stab button and weird new moves happens sometimes. The controls feel a little bit like they're meant for a fighting game now, rather than a metroidvania, which isn't inherently a bad thing, but it does mean that I pretty much have to look at the build notes to figure out how to do stuff consistently, it doesn't really happen naturally. A notable exception to this is the "Soaring Typhoon," which, due to the simplicity of its inputs, and amount of time I spend in the air, is really easy to figure out how to do. It's also a pretty cool movement tech, you might be able to hide a cheeky secret that forces you to use the typhoon to reach it.

    The biggest offenders for moves I would never have figured out without the patch notes are "Vaulting Stab," since nothing else uses diagonal inputs, "Polespin," since no other combo uses the kick button, and "Parry," since I just chalked up the weird noise/animation to be end-lag that got put in so you don't immediately stab out of blocking. I think the other moves could probably be figured out given the timeframe of an entire 10-hour or so game, just not in this demo.   

    The new combat system has also highlighted an interesting feature of the trident gremlins, which is that if you sit just out of their range, they're perfectly happy to just sit in front of you and whiff stabs over and over. I discovered this while trying to figure out how parrying works. Maybe it'll get changed when the more aggresive enemies come out?   

    There's unfortunately a couple more new bugs. The first one is that if you die or quit to main menu, the last checkpoint you sat at will be gone when you respawn. Maybe this is a new mechanic idk, but it doesn't seem intentional to me.

    The second bug is that if a bomb-plant dodges back and then immediately shoots bombs, it won't be affected by gravity until the bomb launching animation finishes. This also could be intentional, but it really doesn't seem that way.

    The standing kick takes energy to use now, pretty sure this one is a bug, especially since none of the other kicks do, and it's not mentioned in the build notes.

    I've been noticing that I don't really have to think for any of the bosses except the tree, (as long as I don't just hover with its weak spot like I mentioned earlier,) and I think it's partially just because I know how to play the game, but also because you get enough health that you can pretty much face-tank all of the other bosses, since they die pretty quickly. If you're not trying to make a super challenging game, this is totally fine, but if you do want the player to struggle a little bit on the bosses, I'd suggest giving them more health and/or making them do more damage and/or giving the player less health.

    On a final note, the new down-stab moves immediately made me think of a cool cinematic moment you could do where you've got a massive boss that you can walk around on, kinda like Shadow of The Colossus, and to finish the fight you have to do a Downstab/Falling stab directly into a weak spot. Just gonna throw that idea out there for if you think it sounds cool. :)

   Lookin forward to the new more aggressive enemies, hopefully sometime soon we'll get something other than gremlins to parry.

Awesome awesome, as always ty so much for the feedback <3

  • "On a more serious note, I'm a big fan of the new aerial combat, it feels so much more dynamic than the previous build."
    • :D
  • "Maybe stop having attacks bounce you up after the first full combo of three?"
    • I could introduce a bunch of endlag to the 3rd aerial hit to offset that. OR i could taper the aerial-bounce the more attacks a player does in the air...
  • "The controls feel a little bit like they're meant for a fighting game now, rather than a metroidvania, which isn't inherently a bad thing, but it does mean that I pretty much have to look at the build notes to figure out how to do stuff consistently, it doesn't really happen naturally... I think the other moves could probably be figured out given the timeframe of an entire 10-hour or so game, just not in this demo."
    • I think what i'll probably do for the final game is make a lot of these moves upgrades they get throughout the game so they're a bit easier to take-in over the course of the game.
  • "if you sit just out of their range, they're perfectly happy to just sit in front of you and whiff stabs over and over"
    • Arg, i worried bugs like this might show up. I should write a utility function that calculates the correct attack trigger range, given an attack asset *takes notes*
  • "The first one is that if you die or quit to main menu, the last checkpoint you sat at will be gone when you respawn"
    • the main-menu quit to lose progress is intentional, the die and lose checkpoint progress is not. i'll give that a lil fixie...
  • "The second bug is that if a bomb-plant dodges back and then immediately shoots bombs, it won't be affected by gravity until the bomb launching animation finishes."
    • I've seen this occasionally, but have trouble catching it. I should try to get a consistent repro for this so i can get to the bottom of it P:
  • "The standing kick takes energy to use now, pretty sure this one is a bug, especially since none of the other kicks do"
    • this was intended by design, but it is inconsistent with the drop-kick attack.
  • "If you're not trying to make a super challenging game, this is totally fine, but if you do want the player to struggle a little bit on the bosses, I'd suggest giving them more health and/or making them do more damage and/or giving the player less health."
    • It is true that the demo isn't designed to be too hard, but I could probably stand to buff their attacks a bit.
  • " Lookin forward to the new more aggressive enemies, hopefully sometime soon we'll get something other than gremlins to parry."
    • Don't you worry, I've got plenty of funky, aggro jerks in the works that'll make u tear ur hair out :]