Thank you for the feedback.
CyAn108
Creator of
Recent community posts
Thank you for the feedback. I also noticed the hearts were not subtracting and that is a problem I aim to fix. Had to publish this project because it was 10 minutes before the deadline and we were calling it done for this project.
The player blinking white should be an indicator that you got hit.
As for the weird projectiles coming from the right, that was just poor last minute game design on my part before I had to publish the project. I wanted to spice up the game because I felt repetitive patrolling slimes would have bored the audience.
the slow turret glitches any other turret under it. by that I mean you cannot upgrade any turret that is placed close to the slow turret.
I found the 10 rounds tedious, but that was after conquering the enemies with strong towers and overpowered placement. the challenge disappears because i am winning too much and the round timer takes too long to wait.
here are the negatives:
There was not much I could do in this game except walk around. I found the walk speed to be slow and that took me out of wanting to progress further. Also, when I fell into what I assume was highly concentrated chlorine water, my character was slowly dying but I could not jump out of the water. I also found the jump height to be small in value so I could not jump over the large blocks.
here are the positives:
wow. If your intention was to psychologically disturb me, you have succeeded. The sound design in this game would make for a great experience if you were to play it with headphones, especially if you can hear apparitions in the distance and they lure you in. I did not see any ghosts. Was I suppose to? I also liked the kitty cat watch but I was not sure how I toggled that on.
I hope to see more of this in the future.
FlyingPigKnuckle here.
I found your game to be unfinished and a little buggy so being able to play this game was not quite there. There was a lack of lighting at the beginning of the stage so it was really difficult to navigate my way to where I am suppose to go. The grapple hook ability seems to be universally applied to all objects but that can be an issue because that allowed me to fly out of the game or fly towards an unreachable mountain. I can grapple to sides of the castle, but I could not fit inside the window. When I attack, I see my entire character's model attack rather than just the arms swinging. When I summon my sword, I see my entire character model making the sword. This is a first person perspective game and I should not be seeing my whole model's animation. The enemy AI is not finished. So after being a negative nancy, here are the positives.
I liked the wall walking mechanic and that can garner a lot of praise in the video game community given that, at least from my experience, I have never played or seen a game where such a feature was implemented.
I liked the animations when you summon the sword.
I hope to see more in a much polished build.