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(+1)

How come I've never seen this game before on DD?

Screen transitions are cool. In audio visuals it feels like a complete game. However there are bugs and some design issues.

In the first stage, in the first fight zone thing the last enemy is covered by the HUD.  In the same stage right after that is a softlock - after the first fight zone you go right, down and then left to another fight zone which never lets you out (or at least I don't know how). The companion insect behaves weirdly, it's like sometimes it spawns far away from you and it takes a while for it to come back. At stage finish screen the controls are inconsistent - starting the game has "start or enter", and the finish screen has "start" yet it doesn't accept enter but escape instead.

The controls are good by themselves but it feels like actions lack commitment. You can infinite wall jump while attacking just by spamming buttons, and spamming attack carries you through combat etc.. This might also be the reason some enemies (the spike producing worm things and bosses) and attacks are designed in a bit bullshit way with little telegraphing time, lingering hitbox and seemingly tight execution windows. The last two are fine as long as telegraphing is there. Right now it seems like the game is designed around memorization, and even then the game is still easy so far so you are encouraging player to brute force it without learning anything.

Second stage's boss shoots arrows that have larger hitbox than it looks - when you get to the opposite wall it looks like you just barely can make it, but it somehow hits you in the foot. The rolling attack was hard to avoid, but I would probably get the hang of it if I died some more instead.

In the third stage I managed to do something weird during slide (I interrupted it somehow) and got pushed down under the tiles and got stuck inside.

Except for those details the game seems to be in a releaseable state not counting content.

I'm not even sure if I played the exact megaman games it's probably based on, so I can't compare them.

(2 edits)

Thank you so much for playing, I've been absent from Demo Days for almost a year thanks to other work but made sure to give myself deadlines again for these.

Thanks for pointing out the enemies being hidden by the hud, I'll take care to leave them out of that quadrant during enemy rooms. Also appreciate the reminder on fixing the results screen, right now it acts like pause and I've left it alone for too long.

Did you enter that soft-lock zone by dashing into that little crevice? I should put some signs there for the Transformation button because the Bombardier Form has a flight ability on Dash that can get you into and out of there. Actually I just re-read that and you mentioned being stuck in another enemy room and I found the problem, one of the flying enemies clipped out of the room. Fixing that now.

Good point on the bad telegraphing, I didn't notice how used to the enemies attack patterns I was and assumed it was fine. Which ones have the most bullshit attacks? Also where in the Factory Stage did you clip through?

(+1)

From regular enemies the worm attacking with a spike is the only one that seems bad. I just discovered you get just a little bit of leeway by killing it with a plunge attack, but it's still overwhelming.

I'm retesting bosses and now that I'm more used to the game they aren't really that bad, but they are indeed very tight.

Now I actually can avoid attacks like first boss's drill consistently if I spam dash. It also has a bullshit frontal electric attack variant that's done without any visible hint, and the slam attack is a bit fast.

The shield throw in the first stage boss fight still feels too quick.

In the second boss fight I still can't avoid the 3 circle projectiles attack consistently - from time to time I manage to do it, yet it's so fast I don't register what I just did. Now that I think about it you can probably get out of the rolling attack by sticking to a wall (idk, it didn't use that move this time).

The bosses could be way more difficult and it would actually be more fun, but they need to be 100% fair as a trade off. I could be missing some important mechanics though.

The slide bug is here, thank god I captured it beforehand.