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(+1)

Pretty neat idea overall. 2 player co op would suit this game well (obviously) if time allows. i look forward to see how this develops :) I understand this is in rough demo stage but here's just a few notes I jotted down while playing if you would like some feedback:

friendly ai stopped moving after a couple of 'retry's. couldnt replicate it

retrying spawns extra bunnies in starting area

camera doesnt reset on retry

navigating item menu glitched out, moving the stick in certain directions wouldnt move
the item selection

flower petal enemy should rotate so it shoots one petal towards target

when right next to evil bunnies, they do not rotate to make an accurate attack swing
they just keep swinging in whatever direction they were in when they closed in

when exiting the 5 crystal room to the bottom left, and then exitting that room back into the crystal room, I got teleported to another part of the game entirely

could sequence break the nail section with either character by running through a 'hole' at the left of the nails

one button that shows all controls at once in a neat list, maybe select, would be nice

after getting hammer, i skipped through the dialogue (xd), so im not really sure how to use it. i tried different buttons but could not find anything

the knight feels pretty good to play but the witch feels a bit clunky
witch blink could use a telegraph of where she will end up
i would prefer no charge time for witch ranged attack
a short direction indicator coming forward out of the witch for her attack would be nice
i would prefer passive mana gain for witch, and replacing the mana gain ability
with an aoe bubble/repulse spell that pushes enemies away. could also be used as a puzzle/environment mechanic to push boulders and the like into slots similar to breath of the wild

(+1)

Thanks for playing and for the detailed feedback. Let me respond to each point:

>friendly ai stopped moving after a couple of 'retry's. couldnt replicate it

odd. will test tomorrow. I admit I didn't run many tests regarding retrying, only as far as checking if everything runs correctly (which I guess it doesn't but still) 

>retrying spawns extra bunnies in starting area

a bug I noticed when it was too late to look into, but now I can take it easy and find a solution.

>camera doesnt reset on retry

Noted. I thought I fixed this but I guess I didn't.

>navigating item menu glitched out, moving the stick in certain directions wouldnt move the item selection

I did notice this bug (you were using a controller right?) and fixed it on some menus but not all of them it seems. Will fix.

>flower petal enemy should rotate so it shoots one petal towards target

The current attack and movement is 'as intended' but your idea sounds good too. I might make a variation on the same enemy with a different behavior.

>when right next to evil bunnies, they do not rotate to make an accurate attack swing they just keep swinging in whatever direction they were in when they closed in

True. I forgot to fix that. Will address asap.

>when exiting the 5 crystal room to the bottom left, and then exitting that room back into the crystal room, I got teleported to another part of the game entirely

Fixed, thanks for reporting it.

>could sequence break the nail section with either character by running through a 'hole' at the left of the nails

Same as above (even though it was totally intended haha)

>one button that shows all controls at once in a neat list, maybe select, would be nice

I wanted to add a list o controls in one of the menus but didn't have time. There is a 'controls' page on the main menu.

>after getting hammer, i skipped through the dialogue (xd), so im not really sure how to use it. i tried different buttons but could not find anything

That'll teach you! Jokes aside, press once to lift hammer, press again to pound. Same button as the sword, you just press Select (<) to swap weapons.

>witch blink could use a telegraph of where she will end up

good idea

>i would prefer no charge time for witch ranged attack

there is no charge time! the charged spell is only the more powerful one. the standard attack can be performed instantly, with a quick tap of the attack button.

> a short direction indicator coming forward out of the witch for her attack would be nice

I actually had this, then lost it when I messed with prefabs, and forgot to re-add it. Will fix.

> i would prefer passive mana gain for witch, and replacing the mana gain ability [...]

I've been thinking about that for a while, and you may be right.


Thanks again for the feedback. Oh and yes, co-op is definitely something I would love to add eventually.