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(+2)

Really, loved this submission. I have only a few gripes, everything else is a compliment.

  • The readability was straight bad. If the character has some sort of outline (like a white glow or something) or if they had a palette that stood out more, then it likely would have been better.
  • The jumping felt awkwardly low. I would have preferred some "buffer" height to make it more comfortable.
  • It was not clear when I took damage. I would have liked an obvious effect to accompany getting hurt. On that note, the attack sound wasn't super obvious, I didn't always know if I hit the enemy or not.
  • The bug boss' teleport sometimes left it far away from me which was awkward.
  • The fire boss' fire sprite was a bit hard to react to and the teleport wasn't annoying, but it did feel weirdly like a breather for me more so than the boss.

Alright, now for the compliments.

Despite the readability issues, the artwork is gorgeous. The environment art in particular with the backgrounds and tilesets look very nice. I always really like the diversity of environments.

I didn't really notice the music at first because of its volume. I realized there was actually music during the fire boss and decided to do another run through the bosses to hear the rest. Very cool sounding, especially the fire boss' track.

The powerup mechanic works well. Its simple but allows for all sorts of interesting things. Aside from hearing the music, the powerups is also why I was willing to do another run through the bosses; it gives a lot of replayability.

The boss's moves were really cool. Especially, the first boss. After dying one time to the first boss, I found his moves a lot more entertaining as I could then predict them. For instance, his smash-the-side-then-the-platform-move, became very fun to optimally time for maximum damage.

Overall, a fantastic submission. Proper fun gameplay.

(+1)

Everything you said is absolutely valid, we will look into it and enhance the experience for the next updates! Thanks so much for playing and kind hearted feedback (:

I love this comment, would love to dive more into some of the aspects you didn't like so I can look into them. Namely which fire sprite was hard to read and how jumping felt low (really want to look at some jump height because some legs DO affect how high the character jumps). I can look into reducing bug teleport range, because as it stands right now, it can go onto any random platform on the map.  Thanks for the input. And I am glad you enjoyed the game :) I will play nox soon

(+1)
  • My understanding was, for the fire boss, you would attack then try to duck under the platform when the fire comes. Due to the camera being somewhat low in that boss, when the fire would spawn it was hard to react in time to dodge down. Assuming that was what I was meant to do.
  • With jumping, I didn't take issue with the general height one could reach. I just felt that whatever that height is you should jump a little higher than it. I would sometimes think I could jump onto a platform but it was barely too high for me. Personally, I usually give a more generous jump as I feel its easier to get right. That being said, you did have a whole jump upgrade thing, so balance may have been more difficult.
  • The bug's teleport range was a small issue when it occurred as it felt like a weird breather for me mid battle. However, it was really small and didn't bother me very much, just thought I'd point it out.

Again, the game was real fun to play.

(+1)

Yeah, I feel you on the camera issue. When we add more to the game, I was planning on making custom camera controls. Particularly for the reason you mentioned. I used the default camera follow controller that gamemaker provides. Glad I wasn't the only one who thought that it sucked on that particular boss. Appreciate the feedback and will look into adding some QOL to the game.