Thanks for your feedback!
Very cute menu.
I try to keep it visually coherent but also somewhat cute, it's still not final but I think close to it.
Bit too many prompts all at once to start with the nine tarot cards, especially since you don't start with a weapon or any items
Maybe save most of it for the tutorial, or when you actually get weapons and items?
I also didn't see any way to review it once the game proper got started
I was thinking of possibly collecting the cards and revisiting on the menu for that reason, I think it's bit of an infodump but not the priority at the moment but maybe next dd it will be done.
Bit distracting that Mundo changes direction when you use the arrow keys in the menu
I will fix that next dd.
Owl tutorial is nice and thorough, but the dialogue is a little slow
I thought giving the owls a moment like they're thinking instead of immediate response would be better but yeah they're bit too slow, so going to change that as well.
No sound when picking up hearts?
(nice boss other than that and the lack of sounds btw)
Could really use some sound when you pick up healing
Come think of it, most of the time I took damage there was no sound at all.
That and the lack of any music was probably the most major issues with the game.
Sounds and music is a big lack in the game which is starting to accumulate, for pickups and stuff I have the mechanisms working but not the sounds, for some of the other stuff I don't have sounds, music or an idea how music should behave but hopefully once I put the sound/music volume bar in the menu most of those things will be practically done.
Nice touch having different sprites for left and right; but you're not getting a lot of use out of it, are you?
Idk what much to do with that honestly, I don't want to make it more complicated.
Waterfall secret's a little TOO obvious. Cave could use a little secret of its own.
I actually might put a mini dungeon there but waterfall was a last minute thing right before the dd just in case people has hp issues with the mindflayer boss.
You can't just steal the green witch's broom when she gets stuck?
You need to get butter from the village so she can slide out and then you can call her to carry you to the last statue you activated.
Got real tired in my finger when spamming the attack button during magic carpet boss
Both the lamia boss and the dragon boss aren't completely done, but I wanted to show it in the dd also you need the rug to move over lava, normally you won't be able to upgrade that menu circle icons from the menu but only with item drops.
Dragon boss seemed pretty cool, but the controls were sluggish on the broom.
That's actually intentional although people think it's not, I think with the wind effect and moving clouds in the background and sound it might make more sense, but then again it might not, but delayed movement is my choice.
It was a bit easy once I figured out where to hit it.
Yeah whole shooter bits might end up being more of a spectacle than a challenge.
The "oktorok"s a lot more anatomically correct than I'd expect from the game's style.
Which oktorok?
The skeletons in the island dungeon seem super hard! I think I had some spawn directly on top of when when I walked in the room.
Dungeon monsters start always spawned before you enter and always in the same spot(unless maybe you died to it and re entered and they stayed near the door maybe) so they don't spawn like the monsters outdoors, either way I need to change the whole spawning monster system at some point including dungeons.
You should probably remove the player's keys when they die, it's much easier to just run past enemies and hope you can reach your goal than it is to actually fight them.
I think I'll make key carrying monsters that you can get the keys after you defeat but not a priority right now.
All the dialogue feels a little wonky to read.
Do you mean the grammar or how it's displayed on screen? If it's how the text displays I'm still not sure if I should put a text box in the bottom or top somewhere or just display it on top of npcs.