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About collusions, I'll widen the doors once I draw the new dungeon tilesets, which size wise will be same with starting tower doors. I'll have to remake most of the dungeons but I've been planning to anyways so it might take some time. But there's still going to be a difference in feeling since character collusion mask is taller than it's wider, so even though the doors have 160pixel opening when you walk up or down into them you don't feel it because of the collusion mask.

About the genie boss, I was thinking of making an almost screen wide projectiles in a row attack for the genie to teach that you can dash through them with the ring, and putting some sort of indicator then, but most of the bosses are just looping sprites atm and they need few more frames of chargeup animation or something to indicate an attack.

>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.

About the chargeup weapon, it was passively charging before this demo and I didn't get to try it all that much, I thought charge timing was ok with it being not too fast and with possible sword beam upgrade it'd be powerful enough. I'll try around with timing and maybe even double damage after you charged it enough, I tried the double damage before the demo but thought it was too powerful but maybe if the chargeup feels slow double damage would work.

I agree with you on the invisible enemies, like I said dungeons are bit of a sketch for me right now like I'll introduce this enemy before that room and so, I'm kinda putting them on another time since there's bunch of tilesets need to be drawn but it's starting to catch up I guess.

  • The animation before the main menu appears should be skippable.

I don't understand what you mean by that? Do you mean the walking and looking at the moon animation?

  • Just let me pause the goddamn game. Not pausing while the menu is open adds nothing to game.

I'll think about it but I don't think pause adds all that much, especially when a lot of rooms are just safe spaces where you can walk and wait.

  • The pose the character does when picking up an item lasts for slightly too long.

I can tone that down

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.

I didn't add the pearl items yet, I understand the confusion since he mentions it.

  • 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.

I kinda have some idea how to implement that but I'm going to try to redo bits of how you change your spell anyways, instead of using spacebar you'll use x or k +direction keys and when you release it after a bit you'll cast the spell like the charged attack, so I can maybe change it while doing that. Same with page flipping animation so possibly next dd or so there's going to be some changes with those.

  • The frost giant's contact damage hitbox is too big.

I know didn't test it enough, that whole dungeon is 2 rooms so they're basically boss sketches atm and wanted to show it since demoday to get some feedback instead of keeping it hidden. I'm going to rework bits of those bosses at some point.

  • Some areas are too dark. The woods where the cat is are pitch black when playing in daylight.

I do like the contrast between dark and light areas but I've gotten similar comments before so maybe I can tone it down a bit, but I personally don't mind how they are atm.

  • Sacrificing the fairies to the alter didn't seem to do anything.

Someone else said the same thing, I thought it was working ok but there's some sort of issue with it, I'll try to fix it.

  • You should be able to attack at the end of a dash.

I don't understand exactly, like a fast attack right after a dash? because I thought you can attack after a dash, also dashing does a little damage as well.

  • Don't make it seem like the turtle miniboss is taking damage from attacks if he's not actually taking damage.

It is taking damage but it'd take a bit until it's dead, maybe I can just make it block everything except the bomb, but I like you can defeat some enemies with just hitting them as well.

  • It's not that obvious when the octopus boss is vulnerable and when he isn't.

When he's being shadowy you can't hit him, I guess it could look bit vague so I'll check it out.


Again thanks for playing, I hope you saved the cat and gotten the candle after you got the jar. One of the reasons I didn't want to make charge attack a long range thing because you can hit the candle flame for ranged attack, although it collides with walls unlike lightning orb. Thanks for your feedback, it's very valuable!

(+1)

>I don't understand what you mean by that? Do you mean the walking and looking at the moon animation?

Yes.

>I don't understand exactly, like a fast attack right after a dash? because I thought you can attack after a dash, also dashing does a little damage as well.

I mean pressing Z during a dash to attack while keeping some momentum from the dash. It's just something you'd expect would happen and would make the game feel more responsive. I never would have assumed the dash did damage since the character doesn't hold his weapon out during  it.