how do you keep coming up with this shit??????? amazing.
Setting up the solution might be too tedious as a full game though.
Don Tnowe
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The dialogue is quite intriguing - but quite random and disconnected in its feel. I feel like so much more must be told here - why is the Seller in this mood? Why did this person come up to a random salesperson with a motivational speech? What is the motivational speech leading to?
Still, the artwork is great and you did make me want to know more!
uhhhhh so is it just the example for this asset with some basic levels and transitions?
Good music and artwork, but very, very, Very, VERY slow. Very slow game.
The most basic action has three stages: player input (four clicks in vastly isolated parts of the screen), dice roll (several seconds), and then combat animation (also several seconds). With that, the amount of damage is unpredictable and you cannot control it so you might need to waste even more time! And you'll also need to wait through the enemy turn!
Have a look at this prototype to get a feel of how gameplay is like if a turn takes 5 seconds instead of 33:
https://redbladegames.netlify.app/dream/index.html
Game feel and meaningful decisions can wait. Just make the game faster and easier to control.
I thought the game was very basic until I read the description. It surely became better - make sure it's communicated well in-game (at least a "press R to roll new character!" when the player can do it)! Though it's almost impossible to really test out all characters properly since you just get killed almost instantly.
That energy mechanic might work really well! It seems to only have one optimal choice (many together -> grab these, many together with 6s -> definitely grab these), but it might just come from lack of risk: there's no pressure in the game because you can't lose at all which makes it less a game and more just a mechanic prototype, but with some love it could make a fun game.
Lovely!
The artwork was beautifully done and it has many well placed music tracks.
A few of the gameplay parts took a few tries to figure out. The seagull chase was the hardest! First time I thought the player's supposed to run back to the dog (maybe hinted by the cat looking to the left during the cutscene?), and during the chase boxes were quite hard to break because of short attack range and the fact their colliders stay for a bit after impact.
But still, the variety of situations is worth noting! In every single one, the player must find the catch.
Nitpick: Speech box sound VERY loud and text appeared a bit too slowly, text itself feels too small (might be because i was running it in the embed, but it also had a much smaller pixel size than everything else)
It sure has stellar artwork! And while the dialogue was dry in some places, it did give me a few laughs.
The mechanic of multiple spawn points has some amazing potential. Dying repeatedly for a respawn in a specific place was a bit tedious, even with the instant respawn button - but it could absolutely work in a game where respawning at any of the points can give you progress.
Right away, the main mechanic is cool. The meter showing whether the power is ready is clear and it's really satisfying to just activate Stando Powa to sweep everything off the road! Though the "press E to die in one click" made it too easy, finding a way to die could be the extra challenge.
Below someone said that the pushing is annoying, but it somewhat works. Enemies block the way so you gotta survive until you can safely die and clear the path. That said, the way in which they do this should be improved to not feel like a bug, especially that they don't do damage after initial collision (how am i supposed to die to them now)
And while the graphics look awful with different resolutions (please don't scale pixel sprites), the lighting did a huge job on the atmoshere! And audio was well selected.
Looks good! Beat the first level but got really lost on the second.
One issue I had with the controls was that the wall jump felt like... like the physics material wasn't configured properly. It was very hard to jump up because the input didn't work, and it wasn't easy to jump away because there's no Coyote time? (look it up, a must for platformers)
Another issue is that attacking extends the character's hitbox so I kept taking damage from projectiles. So I ended up just avoiding enemies because it's safer.
What's worth noting is, the glow around objects looks nice, I hate it so much when people use overblown bloom on the wohole screen so this is a refresher! And background music is very good.
Very strong aesthetic and nice idea.
It's very random, but lets you somewhat control the risk - and if you get a lot of attack built up, you get a very satisfying series of smacks!
Though it felt like TOO much RNG. There is always a possibility that when you roll, you're immediately toast. Unless you use black dice. So the best (and, seemingly, only) strat was to only use white dice (so you can beat the enemy in ONE (or one and another) turn with the x2 attack) with black dice (so the high skull chance is counteracted by an existing maximum skull-per-turn count)
The active abilities were pretty useful and gave much more control over the situation! And the marrying mechanic was well tuned so it did not feel like just a plain ol' character selection.
Ah, another Survivorslike [tm]
I really had fun trying all the weapons, trying to orientate myself in the right direction so they just destroy all enemies. Good mix of directional vs. non-directional weapons. My favourites are the swords, most satisfying although hard to position right like the other directionals - would love to see something like a timer at least for the shortest ongoing cooldown, or a preparation animation that lets you aim while it goes!
Most of the time didn't feel so productive. Enemies rarely drop loot so fighting didn't feel so encouraged, so I went out for chests. Enemies aren't too challenging to dodge, so walking was too safe! Wish it was harder like the bossfight. But exploring the world was still just amazing, there are so many different areas.
And that Kukri? Pretty sure that's a Kunai 👀
Not bad at all! I loved the aiming controls, but only when I understood how they worked, a small heads-up at the start could go a long way. But the movement controls are just weird. Are they emulating how treads work in real life?
Enemies don't really have a challenging movement pattern so the whole challenge fades once you get a grip on controls.
But it does have a good look and decent music. Best part though, is probably the repair robot. Love how it just rolls into view and does its job!
Thank you!
An infinite mode is definitely coming. The current setup was made to implement a stopping point of "Wow, I beat this game! Time to move to the next one." or a reward of a good "spawn-when-you-need-it" card, but also works this way because enemies are bound to a level range (some spawn at the beginning but not at the end).
And they are getting stronger, just gotta make the sequence of enemies just loop every "final boss" kill.
Thank you!
The characters are animated with a simple change in object scale over time. But the trick is separating away different parts that don't scale - the visible parts aren't children to the scaled object and only inherit position of invisible children (Position Constraint component in Unity, RemoteTransform node in Godot)
Thank you!
I did think about the card costs in spells. The initial idea was to only use no-cooldown spells for attacking: whatever you draw, you can use, but each card only in one spell. Focus changed away from spellcasting, and disabling cards for spell use would take extra time to code, so it was left in as a positive side effect! And a negative if you had a +5 or something, but it seems too rare to be a downside.
Thank you for pointing out the overpowered-ness of it. I'll look into replacing discards for some of the spells, or just encourage keeping cards more.
And congrats for getting to the bird! It really is the end of the game for now.