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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 :]