Thank you so much for sharing your thoughts! And thank you for bringing up certain visual and audio critiques, which haven't been brought up much in other comments.
The dialogue would have made more sense if the game was longer, because currently, the game ends before the story gets to pick up. We could have tried cutting down on some of the dialogue for the jam, but we wanted to introduce the characters, especially because of the theme of the jam. We even had a few more characters that didn't make the cut, sadly...
The FX in general, both visual and sound, probably should have had more time dedicated to them. This was our first jam, and so we didn't really realize how packed the last few days would be. After the Metroidvania Month rating period is over, we plan to give one last update for purposes of the Magical Girl jam, though that's mainly focused on making the controls more fluid and intuitive, so that less people get stuck on the boss. But we'll look into your suggestions as well!
Oh yeah, and we're also glad the save feature is working as intended, because for the people who played the orignal version, they'll be able to fight the newly patched boss without having to replay the whole game.
Devekut
Creator of
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Wow, this is so much feedback...! But don't worry, it's very much appreciated!
Please, don't feel like you need to beat the boss to rate the game if you don't want to. The boss is the end of the game, and there is only a cutscene afterwards. And also because, yes, he is very hard! Though probably harder than we intended to make it. If you feel up to it, check back in after the Game Jam has ended, we have plans to fix some of the issues with the boss, as well as the other issues that you ran into on your run. You can wait until then!
Don't worry about the negativity, we know you don't hate the game! In fact, we saw some of these complaints coming as we tested the game further after the jam. Some of them were due to a lack of time for enough testing, and some were design choices, like the I-frames (though as more people play the game, we've seen that it probably wasn't the best implementation of the idea). The boss pitfall respawn thing is something we just... somehow didn't pay attention to...
Controller support was an idea, but we wanted to get a playable version uploaded before we focused on it, and ran out of time. But that will be coming in the updated version, as well as fullscreen. We're also going to try and get the camera perfect once and for all... believe me we know all about the frustrations with it, it took us forever to get it to where it is now and it STILL breaks sometimes.
With platforming and dashing, we're definitely going to add the coyote time too. We put it in the jumping but didn't really think to add it to wall climbing. Hopefully, this will make the climbing more consistent, and keep you from falling, or from jumping straight up in a line (which sometimes happens right now)
We did intend the game to be hard though, and I think that we succeeded in doing that, but we failed in giving the player the right tools to overcome it. If you do have suggestions on how to make it more hard, but keeping it in a fun way, feel free to give them here!
And we definitely plan for it to be a longer metroidvania! We came up with a lot of plans for things that didn't make it into the final game, which probably took away from some of our time for testing... but it gave us motivation to finish, and to continue! Hopefully, you and everyone else will get to see those plans made into reality.
Thank you very much for playing our game! We're really glad that the heart and soul we've been pouring out the last month is noticeable to you!
Adding more checkpoints was a decision that we weren't fully sure about, but we're glad it was able to let you enjoy more of the game.
No worries about not beating the boss! It was very hard even for some of us to beat it, but we didn't want to change it up too much when we were so close to the deadline, when an unexpected bug would be deadly. Hopefully you'll be here if we make a future release, which will definitely feel more polished after having much more time to test and balance!
Thank you so much for the feedback! I'm glad you enjoyed the difficulty, though it general we do think that it was a bit too hard at the end, mostly just because of the small "frustrations" that you mentioned. SFX was definitely the area that we skimped on the most for purposes of the jam. There were also some CGs planned to go along with the intro, but were cut for time constraints, since we decided to focus more on music and portraits.
We're glad that you took notice to the movement and physics, because getting the "feel" right was probably our biggest priority. 90% of the actual gameplay/level implementation was done in the final few days, while the majority was getting an engine and framework set up that would work the way we wanted it to, which seems to have payed off!
Thank you for playing the game! It's hard to balance boss fights when all you have for testers are the devs, who test it over and over again, and so get really used to the patterns. But we plan to put a balance patch out before the end of the editing period.
Could you elaborate on the climbing mechanic? Currently, the way it works is that each time you kick off the wall, your wall jumps get weaker, until you touch the ground again. Or were you talking about something else?
As for the boss fight, by one shot, did you mean taking one heart, or killing the player? Because we thought that we had already removed the pitfall combo.
When it comes to the boss, we are tweaking his hitboxen to make it easier to get close.