Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Thank you for all that, really valuable

-Let the player control the hat while it's falling on the title screen instead of having to wait for it to hit the ground and/or add a shortcut to start immediately.

You can make it fall slightly faster if you press down arrow, it's not the ideal main menu at the moment but works for now, probably going to change when I find something that works better but not as straightforward as generic game menu, though I know that they're generic because it works.

-I don't know if this is how the game is mean to begin, but you should only explain mechanics when the player first needs to use them, instead of dumping it all on the at the start. Why do I need to know what the attack button is if I don't even have a weapon?

I wanted to frontload all and then remind it again when you get the items, you can read which buttons work for what when you pick it up but tutorial cards being in the same room might work better.

-I can't find any way to turn off whatever the things in the wheel on the pause menu are.

They're only there because of the demo, they're upgrades for spell/item combinations and weapon upgrades etc, there should be a small explanation text on the bottom when you move over them with the quill

-Menu needs a way to speed up the cursor.

it might although like I said menu cursor will be less useful in the final version, you only do the upgrades through menu right now because I'm not done with entire dungeons and items you'll have to collect to get them, but faster might be better

-Z should confirm in menus.

I might change it to that.

-Spellbook repeatedly flips to the same page if you hold down a direction.

Each direction picks one page rather than actually flipping through, it's more like a inventory/spell wheel than a book in function.

-Unless they're used for something else, you could add shortcuts for the different spells to ASDF so you can switch more smoothly while moving.

I feel once you get how 4 direction picks 4 pages it works out easier, might use secondary thing for that but I like the locked position on page change.

-The circle in the first tutorial room is really faint, and draws over the player.

I should put a spotlight there, I should actually light a lot of the rooms better, drawing over the player is because of how light works at the moment but I should be able to fix that.

-Can't go back in the tutorial; it just takes you to the same room you're in.

I don't know what you mean by that exactly. If you mean the last room sends you to the main tower room because I didn't want player to walk all the way back 4 rooms but that whole tutorial room could be better done.

-Text for the bomb owl goes outside the screen.

I just changed the font for this demo and I'll fix it.

-There's no controller support, but there's still vibration. If controller support just isn't fully implemented yet, pressing any key on the keyboard should disable vibration until you press something on the controller.

Controller works weird in gamemaker, it doesn't work at all in my mac and I can use it on windows, there was a way to cycle the picked controller number, I think if you press 9 it cycles but controller isn't on focus right now because I develop on mac but once I find a controller that it works with I'll  be able to fix it better and focus on it more because I think it really feels better on controller.

-Text from the previous screen shows for a split second before it updates.

That's really annoying and I don't exactly know how to fix that.

-What's the bag at the end of the tutorial supposed to do?

It drops acorn if you don't have any on you, previously monster was blocking the way and you had to bomb it out but in case you used the bomb somewhere else you can go back and get another one from the bag.

-Unless it does something, you shouldn't be able to pick up hearts when you're at full health.

I can see how it might be annoying if you picked it up with weapon or something then got hit, I might look into that.

-Slimes need to telegraph their projectiles.

I'll see what I can do, they freeze before attack but I should make them pose instead of freeze.

-With how stingy the game is with acorns, you should be able to tell whether a wall is destructible by attacking it.

There will be some obvious and some not obvious bombing/burning spots in the end, secrets aren't fully developed yet because I'm still working on the world map. Drop rates overall aren't well adjusted as of now, but there are monster types which the 10th monster you kill without getting hit definitely drops either acorn or fairy or flower, although they're not obvious at all.

-Wall collision is off; the doorway blocks me at this height and I need to go further down to be able to leave.

Thank you for letting me know, I just fixed it, my misplacement. Walls and tiles are on different layers so I sometimes make mistakes.

-Is the bat room on the left in the tent dungeon just a pointless dead end? If it is, don't have those. There needs to be at least something in there.

Yes it's just a room, it's not much of a challenge but some rooms can use more rewards, although I don't mind dead end rooms.

-Opening the menu doesn't pause the game.

Yes.

-Dying in a dungeon should respawn you in the dungeon.

I think that'd be better, I should implement some way to do that, I believed that walking is fast enough to get around but I understand it can be very tedious.

-Same thing as the slimes with the moles. They don't even need to look at you to throw their picks.

I'll look that up, I thought they did but maybe it's not telegraphed well, I feel like they had their arms up or something.

-Can't go through the door on the right in the room with the 3 fairies in the tent dungeon.

That's odd I just checked and I can see the locked door in the room editor but shadow tile overrides it in the game, you should be able to get in with a key even with shadow tile visible on top, it is the room to the boss which is a bad mistake on my part, but I believe it's fixed on the version I'm working now, thank you for pointing that out.

-The darkness effect is applied on top of NPC text, making it barely visible.

I'm aware of those, I'm in-between of deciding redoing entire text or keeping it how it is and polishing those out, once I feel one way about it I'll fix them, either way won't be like that on final version.

-Didn't have time to read the text that popped up when picking up the ring.

You can read item descriptions from the menu. I'm not sure how long I should keep the item description time but some feel short some feel long, it's on a set timer right now so I'll have to figure something out.

-Why are items tied to spells instead of it letting you select them separately?

You can combine items and spells on the same page after you upgraded it from the menu with the red circle things.

-Those knights you need to attack from behind move too erratically. Stunning them barely helps.

I think lightning works on them the best but they do move erraticly, I can iron that out and keep them in one direction at least set amount time maybe or when you stun.

-Either make the bats in the floating head boss room respawn when you die or don't have them there at all and make the boss more threatening.

Respawn might work, my intent originally was skeletons and boss would be summoning them but thought maybe they'd be too much, I'm still figuring things out, next time might be skeletons.

-The collision box for the web the spider girl throws at you extends further than the sprite.

Spider boss aren't fully done yet, just a thing to keep you slow until the cutscene and you can burn it up.

-Leaving a screen with an NPC without walking up to them will show their dialogue for a split second when leaving the screen.

Again same issue with showing text split second, idk how to fix that exactly but I'd love to.

-I assume there's nothing to do yet in the area with the spider girl.

There isn't anything there yet, it'll be third dungeon eventually with spider as the boss.

-The broom girl is easy to miss. You should make the trigger box wider so that it covers the entire width of the screen.

Do you mean the hollow tree? I want people to kinda stumble upon it but might make it little larger.

-The moth familiar should lag behind the player a bit when moving.

The whole moth spell thing will change, they were originally kind of a shield that stops slow curses from lamias etc and a buff on weapon with both changing how crystal item works but I think it's bit too complicated, so I might keep the buffs and simplify them and make moths behave differently, not exactly sure at the moment.

-Couldn't figure out how to activate the teleporter next to the chest on the little island.

Once you upgrade the moon symbol from menu you can use the jar on lightning orb and if you use the jar again it sends a star that teleports you where it lands, or teleports you to the other teleport stone.

-Movement during the dragon boss feels really bad. Instead of decelerating (which should be very quick) when you let go of the arrow keys, you just keep moving at normal speed for a while before you come to a full stop. Also, it feels like there's a delay when switching directions. Make the movement speed slightly faster.

I'm making it a little bit delayed because flying broom and there will be windy misty clouds floating through in the final version, you're basically controlling another object that broom follows it's why it feels delayed because it is.

-If there's no charge ability or anything when on the broom, just make the attack automatic while holding down Z instead of making the player mash it the entire time.

It's on development phase at the moment, I just wanted to show the dragon so nothing in there is final, definitely thinking about big bomb kinda attack alongside shield.

I'll fix the text errors as soon as possible, thank you for playing my game.