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BurnertotheGround

5
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A member registered Aug 25, 2020

Recent community posts

VScroller community · Created a new topic Early Feedback

Hello! I will preface this by saying that the game looks good. The animations and sprites are all decent, and the story does intrigue me somewhat. 

However, I must say that the game's combat is too easy, beyond the warden sliding a bit further than you think he ought to.  Simply spamming the button leads to you being invincible against even multiple enemies, and the held attack doesn't feel like it has a true purpose. Maybe if it were a charge attack, and the enemies had I-Frames similar to the boss?  Essentially, combat isn't engaging to me. Fighting the wolf and the rat enemies feels the same, although I do admit to being more intimidated by the rat's speed.

And then there was the harpy enemy, placed after you need to jump down from a platform. If you do it too early (as I did), the harpy catches you without any time to react, which I thought wasn't fun.

Obviously it's just version 0.1, so it won't be perfect, but I thought to mention this, and I'll be keeping an eye out for future updates.

Hello! I was excited to play this game! And then I launched it.

Firstly, the movement. I did eventually get used to it, but it's incredibly awkward to get a handle on, not helped by your camera sometimes flinging in a random direction seemingly spurred on by Clementine's presence. She also seems to be too good at finding you, or at least, the mechanics of hiding from her didn't seem evident, only fully clicking once I found the socks. Until then, I had around five failed attempts that all ended in an unskippable, lengthy death cutscene. (Even with Freaky Mode turned off, Clementine notices your character blushing, which is just kind of confusing.)

The gallery being a literal one full of the paintings you find is a fun idea. However, I would have also preferred the death scene images being there as well, especially since to access them, you must go through the aforementioned long and unskippable cutscene.

In conjunction with the awkward controls, the camera flicking, and the fact that you can only have one key at a time (Something that, while it is implied, is not stated), the basement area becomes very frustrating, especially since you cannot carry a map and a key at once.

I do like the concept of an anglerfish vampire, though. That's really fun. I hope that these issues could be addressed, if not by patching this game, then in your next project.

Oh. That was very simple. Thank you. I cannot wait to see what you make in the future! The 3D movement on display is very smooth. The only thing I'd add is some form of airtime to make crossing the river slightly more lenient but otherwise traversing the world is fun. I especially loved the forest.

(2 edits)

Thank you. I was wondering if there was a way to edit the candy values manually but I'm not savvy enough myself to figure it out. I also do think that the options on-screen once you get to the repo building are unclear. I accidentally ended the game because I did not know what to press/what option was selected. Luckily, pressing "Continue" allows you to avoid this, but it was still worrying at the time, as I thought I had lost an hour or two of progress.

Edit: It would seem that I have no idea how to load a .tres file even though I installed the Godot engine.

Hello. I believe I have softlocked myself. The only quest remaining is "Get 150 candy for Amelia", however, I only have 79 candy and the compass from the explorer's outfit doesn't point anywhere. I also completed "Help Kim with her upset stomach" right beforehand, after already helping Flint out. When interacting with Kim, the ending dialogue for those two is all that appears, locking me out of whatever reward (Presumably 75 candy) Kim would have given me.

I think the game is incredibly charming and I do wish I was not having this issue. The pumpkin on the seesaw was clever.