Naw.
HiddenDev
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Made it to the tree level, after that no matter how many times I pressed restart from checkpoint the next level wouldn't unlock after I killed everyone.
While the combat is really well made it kind of gets a little stale since there is no sound or anything to do besides get to the next level, have you thought of adding a shop or a ranking system like DMC or Ultrakill?
Can't wait for you to add sound.
Also there aren't any monster girls.
Everything about this game is fun. The SFX are very well done. I almost left a bug report for when you get your eyes poked out. I also found a way to cheese the first boss. If you allow him to follow you to the edge of the level one of his guns will get stuck behind the wall. Besides that it was a very fun boss fight.
The humor in the game is very deadpan/tongue-in-cheek but not too over the top where it becomes cringem, I highly enjoyed it. Very cute/stylish game.
I've played so much FTL that I didn't even need the tutorial and enjoyed figuring out everything.
While holding down shift is ok, I would recommend coloring the icons for the different rooms or at least darkening them/increasing the contrast so it's easier to see where everything is at a glance.
Highly enjoy the music, almost seems like it adapts to what is happening (is it?). Can't wait to see the designs for the other ships. I would probably also like to see selecting multiple characters at once.
Love me' crab ship. simple as.
Nothing I can say will be different than what others have already said. It feels like a full-fledged game. Combat feels wonkey at first but you can used to it very quickly. The feedback from combat such as the sounds, the blood, and the animations makes combat rewarding.
My only suggestion is maybe work on the ui a tiny bit more. the main HUD is already great but the pages for the pause menu, and some of the other ui (not the spellbook, the spellbook is already perfect 10/10) could use some more coherensy; Such as maybe not having them so bright and vibrant. and maybe match each other a little more.
Other than that it feels like an already complete game.
Movement and camera controls are great. Combat feels good and rewarding when I can actually get it working (I can tell it's in it's early stages and can't wait to see how it turns out). Level and creature design are really good and just get me immersed. The one complaint I have is the combat feels very hit/miss; it either works really well or it just doesn't work at all.
Got stuck in the dialogue system and couldn't leave. Also the buttons in the dialogue system don't work. The movement/combat feels great, but the design choice of having the camera controls set up like they are and being able to jump in a top-down game are confusing to me. The respawn animation really stood out to me, it is really cool.
Great work overall.
Thanks for playing the prototype. You can throw snowballs from anywhere because you are going to need to throw snowballs at targets at certain heights and I thought it was funny. I tried making it so you could only throw snowballs while standing still/it would force you to stand still and it wasn't fun. I'll see what I can do about the floaty aspect but it might make some of the puzzles/goals a lot harder to hit.
The 64 in the name is literally something I came up with while submitting the project. I don't even know why I did it either, lmao.