>I could maybe magnetize them to player but you can pick them up with your weapon as well, unless it's too deep in the walls.
It kind of breaks the sense of depth and perspective when an item overlaps the walls.
>Do you mean in dungeons or certain specific room? I don't know what's wonky about them but I remember you or someone else telling me something.
The collision extends too far down. You can't pass through doors all the way down to this height, while the character overlaps all other objects. The trigger zone is also too far in; you have to go almost entirely off-screen before it switches screens.
>Genie boss only takes damage from the eye, you can actually spam attack and win fast. His body doesn't have any collusion.
No, I know about the collision. I'm saying there's no way to avoid his projectiles when you're in melee range, or even any way of knowing when he's going to do it. Also, you probably don't want to encourage or enable DPS racing. What's the point of bosses having mechanics if you can just ignore them and stand in place while mashing Z?
>It attacks in a wider area and sends tiny projectiles that goes through shielded enemies. Although I've been thinking about putting something in the game that lets you upgrade the projectiles into something more convenient like sword beam attack.
Pretty much everything about it needs fixing. The charge time is extremely long; It's just not worth using it when you could do more damage by just attacking normally. A long charge time also encourages a passive hit-and-run playstyle where you wait for it to charge far away from enemies and only get close to hit them once and then back off again. The random spread makes it keep missing; either make the angles fixed or have it home in on enemies. The range is so short and the projectile speed is so slow I'm not sure if I ever managed to actually hit anything with it. The sword hits the enemies before the projectiles and knocks them out of reach.
>Those are invisible enemies, they get visible once you dash through the star spell but the item isn't in the game yet and you need to unlock it from the menu before you die. But there are enemies that's shooting the blue rings so you can hit them even if you can't see them.
That's a bad way of introducing invisible enemies. Put just one or two of them in a room with nothing else to distract you.
Some more things:
- The animation before the main menu appears should be skippable.
- Just let me pause the goddamn game. Not pausing while the menu is open adds nothing to game.
- The pose the character does when picking up an item lasts for slightly too long.
I somehow managed to miss the path to the snow area entirely.
- Wouldn't let me give the pearl to the guy in the cave.
- You should be able to switch spells while moving. For example, if I'm moving left, I should be able to press Space and up to switch to the star spell while still holding the left arrow key, and then continue moving left.
- The page flipping animation should only play once instead of repeatedly flipping to the same page.
- The frost giant's contact damage hitbox is too big.
- Some areas are too dark. The woods where the cat is are pitch black when playing in daylight.
- Sacrificing the fairies to the altar didn't seem to do anything.
- You should be able to attack at the end of a dash.
- Don't make it seem like the turtle miniboss is taking damage from attacks if he's not actually taking damage.
- It's not that obvious when the octopus boss is vulnerable and when he isn't.