Hello there, I watch your Youtube channel and you have done wonders for my knowledge of Pixel Art. Thank you for all you have done there. Also, I recognize this is older and you have probably tweaked most of this but figured I would throw my thoughts in anyways.
I looked over several bits of responses just to make sure I wasn't repeated too much but here is my feedback:
The good:
- Wow. I am so impressed the visuals are actually stunning. I, honestly am inspired by your work in this game and myself am just starting my journey into coding/game dev and can only hope to one day have something with this amount of love and quality.
- I saw a lot of people complaining about difficulty but I rather enjoyed where it was out. Forced me to think a bit more and try new ways around problems.
- The platforming ideas were super fun. I really enjoy the spring spiders in combination with wall jumps. Fun stuff.
- Overall, I felt the story was intriguing and I found myself bummed when the demo ended and I desperately wanted more. Well done there.
- The UI looks great. Feels like it gives the vibe of the game. I know you mentioned some changes in one of your videos
Suggestions:
- I found it very difficult to switch targets or switch items in inventory to eat while also trying to battle. If you were able to add a time slow down or even a freeze while selecting those things, I think that could be beneficial for the user experience.
- I did see others mention this but the only reason I won against the Spider boss was due to it getting stuck moving towards the left wall and as long as I didn't roll past it on the left it would just stay there and I could attack it without any recourse.
- The forward slash and its forward movement there in, while good to use in conjunction with platforming felt like I was getting too close to the monsters all the time and couldn't tell if I was getting hit or not. Maybe that is something that I would just have to figure out over time. I could see toning that down a just a tad but also would understand leaving it in as it probably affects the air slash as well and the distances for platforming.
- I found it hard to tell when I was getting hit. I would look up at my health and didn't realize I had even been hit. If there was a way to showcase that more I think it could be helpful.
- The long tunnel after the librarian conversation could be a good spot for character thoughts as they run. Like what could this book mean? I miss my dad? Why this attack? Something like that might be nice.
I will buy when it comes out if nothing more than to support you but also, I REALLY want to play this now. Keep up the great work!