Maybe your anti-virus deleted it? I had something like that happen to me before on my main pc. At the moment I can still download and play the exe on multiple pcs so I'll keep looking for a solution if the anti-virus isn't the case.
DocileFright
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Thanks for the feedback! I'll need to work on the platforming design since I'm throwing too much at the player. Probably make it less required until the later environment. You actually can cancel attack animations into another action, but only with certain moves so I'll have to do something about that. Would you be able to elaborate on enemy engagement switching via new input? Do you mean when you're just being pelted by them repeatedly?
Well it seems like everything else makes sense!
-Exhausting Strike (a knock with Wall-Bounce) was useful too?
That's the one we used the most. Both as an srk and to start+continue combos. The other ex's I didn't use much.
A lot of stuff to look forward too and I feel the real potential will be revealed once there are multiple characters to play!
Ah thanks for the information. I do have pushback on hits but not on the lower leveled animals. People keep having difficulties with the combat in general so I've been pushing back extra things (like the aerial down-slash) further in the game until I can maybe get them used to the 4 standard slashes.
I did try your fighter out and a lot is set up pretty well! Left my feedback on your thing.
Combat Flow: I play keyboard and stick when it comes to fighting games and I played with a friend. I like the quantity of projectiles and their movement which allows a lot of potential for safe pressure and strong advantage states. The combos can be very versatile allowing for maximum damage or reset mix-ups. The game is a lot slower than what I'm used to and I think it could benefit from being faster overall. Overall I really like how it's going so far.
Other than the speed I think more low attacks and an option to quick get up would help a lot. I hope I didn't miss out on those if they're already in the game. There's also a pretty long delay upon an empty landing that I think should be reduced and sometimes the buffer carries an input too long (bug?).
Balance: Not much to say since there's only 1 character. As far as ex and super meter go we haven't been able to find much reason to use the super attack. The ex is very nice and serves many purposes.
Sound: I like the music! I think the voices are out of sync with the mouth sometimes though.
We had a lot of fun though. Would really like to play with the other characters when they're available!
Thank you very much for playing and leaving feedback!
Ah my goal is to have fully mappable keys and xbox controller. At the moment gamepad is useless and misleading and I'll attempt to fix all of it when I work on the Title screen and settings menu. So sorry about that.
Which attacks did you use the most? I'm undecided whether to add more to the grounded attack or change up the logic of combat. I've run into the issue you've brought up as well.
I will be testing out attack speed and hit stun length to your suggestion. Some animals are too oppressive this early in the game.
Do you think the +1 jump solves the grappling issues? I'm adding a dash skill towards the end of the demo so I'm wondering if that would help too.
Thanks for the feedback this is a big reason I enter these jams. Thanks again!
I never played this type of game with cards before. It's been fun so far and I see the potential of it if the future enemies become more complex thus making decisions more complex. The dialogue is very engaging and I do like the music. The game has froze a few times when I was navigating through the city. Great work!
Thank you very much for playing and providing feedback! Upgrade path is somewhat placeholder at the moment, but I'm glad you were able to be the first to click and use it.
I'll really have to fix the visuals and animations once I finish the options! I have a hard time seeing its flaws so thanks for mentioning it.
Glad you liked the enemy sprites!
Very challenging and very fun! It had me focused all the way until the end. Very much feels like it was playtested a lot.
-I think the collision boxes for the moving yellow platforms can be longer to match the sprite or the collision can stay the same with the sprite being shortened.
-On level 9 the red falling traps activated even though I wasn't within the vicinity.
-On the last boss the music from level 14 was playing along with the bumblee song.
That's all I got, but I had a few friends play it and they tapped out around level 3-6 due to difficulty. Maybe add 5 easier stages previous to the current first one?
I had a good time though and since difficulty was your goal it sure worked for me. Improved very quickly after a few tries.
Thank you very much!
I'm really trying to combine fighting game hitstun mechanics and platforming together just to see how well it'll work. It's great that you were able to combo enemies and grapple often for mobility.
An art style change for the sprites and background is something that I'm strongly considering changing in the near future, so it could get less chibi. Thanks for liking the MC! Since it's mostly him the whole game I'm trying to make him likable.
Yeah the sound and music is something I gotta find someone for cause it's all stock right now.
Do you remember any of the bugs that you stumbled upon?
Thanks again for playing!
Yeah it is very hard. Every time I make changes I have to keep making things more easier and specific since people end up quitting at the first sign of trouble. My friend got confused anytime he had to backtrack and read anything lol. I helped him pass the bombable part and he just stopped. I wouldn't know how to change your game without breaking immersion. Like, you would have to have the character's inner monologue or constant ui that tells you what to do most of the time. He got lost and died in my game too, but I think he represents the normal reaction most players have to new games? He's a Dark Soul's Elden Ring player if that helps with anything. I breezed through your game so it's hard for me to see it from his point of view. At this point, I'm willing to break game immersion and even player freedom so that my game can make more sense to people.
Maybe you do have pro-gamer mentality! One of my pals played your game and actually got confused with the backtracking and just stopped. Had to guide him through most of it so I just don't feel too qualified to give very specific feedback since lol i just don't know what will make a game better for others. Didn't do much better in my game lol. Thanks again! I await updates for bio as well!
-Yeah just the keyboard right now has my attention. You can definitely use the controller but I haven't attempted any polish for it so it most likely won't make any sense. Keyboard and controller rebinding is on my to-do list!
-Ah the orange and blue 0 is the regeneration. I'll fix that bug!
-Great suggestion for camera panning! He can fall pretty fast so can avoid those issues with panning.
-This first area has pretty basic animals and high hp player recovery. I was thinking it's better to keep it really easy since this is the first region, but maybe that's not the right way to approach this? lol idk people kept dying to the giant cat and toucan.
-For the massive amount of monsters there's post-hit invincibility if you remain in hitstun for too long. For intermittent hitstun there's later skills that start at frame 1 to break out of those, but I haven't introduced those yet. I'm trying to lean away from dodgeroll mechanics but if it doesn't work out yeah I'll add dodgerolling. Those areas with the massive amount of monsters are supposed to be avoided till a later level revisit, but I'm still figuring out how to give players the freedom to wander to high-level areas without making them think it's the correct path.
Thanks a lot though. This is very helpful and quite different than the other feedbacks that I've gotten.
I think a lot of the items are a bit more costly compared to what it does in battle. It could probably be cheaper, have a stronger impact in battle, or possibly gain the crafted items in bundles. Maybe some of the visible encounters can be easier to avoid. It seems like you're on your way to making a lot of changes though so I can give it another go when you got it to its next polish. Ooh Next Fexst, well I'm most likely gonna be there so good luck, and remember you only get 1 shot at it!
Thank you very much!
Do you think custom key mapping would mitigate the odd controls or should I also adopt a more mainstream key placement?
At the moment every action can cancel the action of another. Do you believe you were overriding moves? If not I'll have to look into this delay. Thank you again!