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(+1)

Nice to see you're still working on this. The new levels, bosses and the skills you get from them all feel pretty good. Noticed some new enemies in the old stages too. Some thoughts I had while playing:

  • I think the archer enemy could use a bit of fine-tuning, like the wave the projectiles do could be slightly longer or something, it's really hard to judge where the safe spots are right now.
  • The special weapon energy mechanic seems pretty irrelevant. I couldn't
    come up with a reason to use them without charging at any point in the game.
  • Walljumps feel kind of bad, especially when jumping from one wall to another. The input buffer idea that someone else already described could be good.
  • I managed to get some holy water vials stuck inside walls and not exploding when throwing them right next to a wall a couple of times.

Also, after reading some of the comments below I tried disabling vsync to uncap the framerate, and sure enough at around 1000FPS the bosses become almost completely incapable of jumping, so you definitely have some issues with deltas somewhere. https://files.catbox.moe/qwrs1t.webm

Thanks for the reports!

  • I'll play with the archer projectile a bit
  • At the moment, you're right.  The energy mechanic is mostly a convenience as it's currently implemented.  I might have to do something different with it
  • Walljumps are currently better in the development build.  If you are merely next to a wall by 1px, you will be able to jump against it even if you aren't pushing towards this.  MMX had the mechanic this way so I emulated that.  It's still not 1 to 1 with X because X has an animation delay and Alphaman currently does not so I'll get some more opinions after this tweak.
  • I'll check out the holy water stuff, thanks
  • I believe I have fixed the delta issue in the dev build, I'll get some others to test it and test it without vsync.