- I was hoping it'd have Gamepad support, but it doesn't. Or if it does, it doesn't work with mine, neither naturally or by emulating XInput.
Gamepad support exists but not quite working with all the gamepads for some reason, same gamepad works on my windows laptop and doesn't work on my mac. Friends gamepad works and has vibration on explosions and mine doesn't, not sure what the issue exactly is but I want to fix it sometime because playing with analogstick makes the game a lot more fun imo.
- No Title Music either. Arrowkeys instead of WASD, fine, but unexpected. Highlighting for Start and Exit is delayed and happens on every movement input into that direction, instead of getting lighter the closer I get. Also a bit odd to only control the Hat, instead of the full Character here. A regular button based start-screen might be better.
Start screen is kind of a mess, I want to change it into a more traditional button based screen in the end.
- Tutorial is there. Its not good, with everything frontloaded and Y/Z Keybindings, and I still don't understand why everyone uses YXC / ZXC and Arrowkeys for these kind of Games, instead of WASD and IJKL to emulate Controller sides, but oh well. The Tarot Cards are cute tho.
- Shift + Directions feels odd to change Spells/Items. Really odd.
I can make wasd/arrow keys and zxc/jkl with space+directions changing the pages next dd so people play with whichever they're comfortable with.
- I can open the ESC Menu and have to control the Feather with movement Keys? Ok I guess, since its Mouseless, but why not have me swap between Options then instead of having to place a Cursor over them? Just make it fully Cursorless if you have no Mouse support.
Menu is always evolving and I'm adding stuff as I change how stuff works in the game so it is a bit cumbersome. I'll look into adding mouse support but I wanted players to not take their fingers off from the keyboard and in the end menu will only be used for fast travel and checking item descriptions so I didn't think more precise controls for that was necessary.
- I can circle but not un-circle some of the Things that describe Spells or Items to me, no Idea what that does. Is it an alternate Form of spellcasting that I can't disable now that I've enabled it? Is it just a description? If so why can I enable it at all? Also I can cast spells while in the Menu.
I changed the casting/attacking thing while in the menu although not uploaded it yet. Circling things isn't going to end up in the final game, it's just for the demo and indicating the items you'll collect from the dungeons, top three for the spell/item combination upgrade and bottom three are passive effects.
- Collisions for your Tables and Stuff seem to start too low, I should be able to walk in front of them more.
I think it's more of a not very smartly moving problem. MC moves very precise instead of readjusting for minor collusion stuff like in the zelda, idk how to handle that exactly but it does get annoying when it happens too many times in a row, also why I like playing the game with analog stick since movement feels much better when that happens and you can just glide past it.
- Tutorial Area is nice and workable, but could use a bit of a better / more comfy Design. Adorable Owls. And its nice that I get my Flower back if I summon without any Familiars. Don't know whats with the free Acorn and walkthrough-able Pouch at the End tho, ended up wasting the Acorn on it. Should've known that I need that, nice that it respawns.
I might change the whole tutorial area, it's born out of necessity for demodays, needed to convey that somehow but originally I had something more elaborate in mind. But it's nice that you like the owls.
- Dragonboss is fine, Maps are bland. Dying has a really long respawn Animation with the Hat falling all the Way down. And a lot of Sound and Music is missing.
Dragonboss will have more coulds/mist/wind visuals in the end, also it'll be able to actually hurt but you're the only one so far not complained about flying controls so that gives me some hope. You can press down to fall faster with the hat. And I need to make a proper system for sound and music desperately.
- Volcano Dungeon first because I ended up there. Invisible Enemies and no Way to reveal them? Dead, not walking back up there, going to grind for the Jar first.
If you activate the sun symbol thing in the menu you can shatter the star spell with ring item and it becomes dust that reveals and stuns enemies for a bit. However the item that you need to pick up for it isn't in the game yet and I think once you die upgrades without items reset and if you haven't upgraded it locks you out from upgrading again, which I need to fix.
- I love the Interactable Grass and Birds and Stuff, I don't love the sheer amount of Enemies everywhere. The Cat is absolutely adorable. Sadly I had to get rid of it to get a Candle. At least I have a Fish in my Glass again.
I'll make more types of grass and birds/critters/butteflies. Enemy spawn is another thing that needs to get fixed. And glad you liked the cat.
- If you enter through the Secret Cave after the Candle, the Forest doesn't have the dark Tint applied. Not going into the Forest Dungeon aswell, I'll do the Tent for now.
Do you mean where you find the cat? I'll fix that one as well.
- Your Doorways are only enterable on the lower half. The Bat Room does nothing. And shouldn't the Tent look more like a Tent inside?
- Why do I not spawn at the beginning of a Dungeon if I die? But the Dungeon still saves my Progress, even up to the number of Enemies I killed in a Room.
I don't understand what you mean by doorways are only enterable on the lower half. I do need better dungeon designs, I feel like I'm still working on mechanics and I've been kinda delaying it, which again why all dungeons have same tileset, they all will end up having unique tilesets although yellow stone was actually intended for the tent dungeon. And I will change the respawn point next dd.
- I can not light the Bracers with my Torch? I hope the Moles are at least an Indication for me getting a Boomerang-like in there.
I'm not sure what you mean by bracers. Star spell is the boomerang since it stuns a little bit and kills weak enemies, but it also bounces a lot so it's not exactly the same item.
- Slimy Stuff for the Witch isn't actually a Slime, Minislime or Slime Projectile, ok.
That's actually a great idea, maybe you could catch a slime projectile with the jar and get the witch out instead of butter, I might make that.
- MiniRug doesn't work on the Water below the Tent. Why? Can't progress anywhere, so Time for another Dungeon. I'll do the Spirit one next, Lava seems like its supposed to be last. Realized I have hundres of Crystals at this Point, guess I'll be casting a lot then. Spells feel underwhelming tho. I don't need the Stun, it doesn'T work on high health Enemies, and low health ones are no Thread, the Zap costs Money which I may still need, see the Jar, the Bomb was only used once so far, and I have no Familiar to summon anyway. Items seem better, the Candle can at least burn down Bushes, altho it only was useful once so far, the Rug only seems to work on Lava, and the Amulet does something I suppose. the Ring is nice if I actually ever where on the Star, I just keep the Jar open all the TIme to check what I can fill into that. So far a Fish. Fish also doesn't work in the SpiritTemple as a Weight. Ok.
You can reach the potion below the tent with teleportation, combining lighting with jar and reusing jar afterwards sends out a star that teleports you to where it lands. I might change lightning spell to chain lightning and star spell works better for the enemies that you need to hit from behind. And amulet once it's charged on it's own sends out small beams from your weapon to get the range a little bit more, but I will change the effect with each weapon to get it more powerful and covering more ground.
- Spirit Dungeon is a lot harder. Due to the Fact I loose almost all my Health walking back there, so I have to basically do it with 1 health. Neat, I now have Butter and a Moth Familiar. And a Block too I guess. Again the Items seem more interesting then the Spells. Also a not working FireToken, and no Idea what to do with the Floor Symbol. Guess no Chest and Lifetoken for me. Entering the Crab Area that Leads to the Tent had me take a Damage for no Reason. And if you pick up the Butter with a Fish next to it, you pick up the Fish and the Butter disappears aswell.
I wasn't sure if fire token should upgrade or if it should be some part of a quest yet, and hopefully butter reappears after you change the rooms.
- If you activate a Stone Guardian, it stays active if you leave and reenter the Screen after dying. But the inactive one spawns aswell, so you could have endless Stone Guardians active I suppose. Also got Dorothy, but there aren't any Statues, or I don't recall there being any. Into the Lava Dungeon!
Thanks for noticing it, you could have endless stone guardians actually so I'm going to fix that. Statue is 2 screens above from where the witch teleports you first.
- Which has that Room with the Invisible Teleporting Enemies, right. Guess I'll spam Bombs or something in the Hopes of finding them. Also I have my Moth now, to help me. Didn't know it damaged Enemies. Nice Lighting in a Jar.
- Lighting Boss's laser doesn't disappear when the Boss dies.
I'll fix that lightning as well. I wanted for that boss to have one more attack but didn't know if it'd be hard especially with respawning way outside.
- Got a second Soul Crystal for whatever Reason, no Idea where to go next, and a cramp in my Hand thanks to having to stretch over from XC to Z. I'll end it here.
Soul crystals fragments add up to a very round crystal that when I set up I thought with maybe with each crystal it can do something more powerful but haven't used it yet. It's also the triforce of this game basically it'll open the last dungeon.
- Needs some Music, less Enemies at once, and more different Uses for the Spells/Items. Also some better Feedback on getting hit/hitting Stuff, and general Soundeffects, and a different ControlScheme. At least minorly, XCZ+Shift is annoying if it isn't in one row, and even if it is, theres still Keys between there, and constantly reaching over with the little Finger to press Shift can get hurtful aswell.
I'll add the alternative the keys to wasd/jkl and space instead of shift. Not sure when I'll tackle the music but I know someday I will sit through it. And you're I think the second person mentioning hitting feedback, which I thought was pretty obvious from the slash effect but I'll take another look at it.
- *Edit: I didn't Time it, but you have at least 1-2h of Content already.
I know some of that is rewalking to dungeons but hopefully with more secrets and events scattered in the final version I'll have around 4-5 hours of content, Thanks for playing and I hope you enjoyed it!