No you can't get back from that section in the demo, but in the full game you get to go back and explore what you missed shortly after, when you're done in Sky City. :)
Also no, you can't reach that chest from the demo, so it's kind of a troll chest.
And hey, thanks for taking the time to finish the whole thing! I hope it wasn't too painful XD
fruitdev
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Thanks! I really appreciate the feedback, and yeah a couple of puzzles will be made less dangerous and made more clear. I'll also make the save/recharge near the gun more easily accessible in the mind of the player. Overall the game is lacking in polish and have some fundamental mechanical flaws, but I'll work it out in the future!
Hey thanks for the feedback! So as for the full screen stuff, I'll look into that later, it might be some case I've missed, that I'm not supporting enough resolutions or something, I'm glad Alt+Enter worked for you though, so that's "fine". As for Discord server that's not a bad idea. Kinda don't want the added pressure of managing a Discord along with building a game in my freetime, but might set one up in the future for people who are interested enough that they'd want to playtest on the regular. I'll work hard on improving all the issues with the demo in the coming weeks, but I'm glad you're enjoying something about the game atleast :)
For a game with such a minimalist and alien gameplay, I'd say the mechanics need to be better explained right off the bat. Typically not a fan of tutorials, but I'd rather the game spelled out clearly what the fuck is going on.
One battle ended up being me just cycling through and repeating the same thing over and over once I realized that exact move would have me win out over the skelleman with 1 health left. The demo is too short to get any sort of accurate feel of what the game will be like, and fully grasping the combat up until that point seemed really hard. Died probably 20+ times in the what, 2-3 encounters?
Otherwise, I kinda like what the game is doing with the artstyle and atmosphere.
Also the "continue prompt" could be more towards the center of the screen, hard to notice such a small thing in the bottom right corner of a 4k screen.
Anyway, I'm interested to see where this goes, keep it up!
EDIT: Posted this in the "wrong place" at first
Super early build, I know. It's almost impossible to get the "lust meter" to reach 100, even if you're trying. I end up with a screen that is almost completely filled with white nodes and only chains of 1-2 of the others colors, so that's a complete non-threat at the moment. Pretty nice feedback when dragging links between the nodes, sound effect rising in pitch is a great touch. I would like to be able to cancel a chain if I make the wrong link, I was instinctively trying to press the RMB to cancel, but no luck. Anyway, it's kinda neat for what it is :)
Yoyoyoyo I liked what little I played so far. Music, graphics, sound effects are all good. Some issues for me:
- Points sometimes blocking the words to type.
- Unclear how the spirits work where you type a word to deflect their attacks and then another word to destroy them. The word above the character remains (sometimes?) after you already typed them. Do you have to type them twice? Maybe? Yes? No? Kinda confusing to me at least.
- Speeding up some parts would be kinda nice, like between enemy waves.
- Crashed on the first boss, the sorcerer dude. I was using one of the special powers while being hit hit by the boss' attack:
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object objSorcier:
Unable to find any instance for object index '133338'
at gml_Object_objSorcier_Draw_64
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_objSorcier_Draw_64 (line -1)
1. Buy four ships.
2. Buy black holes for all of them.
3. Max mouse sensitivity and pour some points into ship speed for good measure.
3. ????
4. Profit!
Seriously though, it was pretty fun for what it is, though it's impossible to balance and create a fun cohesive experience out of it. It's crazy over the top with all the options and upgrades (but I guess you know that) and trying to play it slow and strategically is just straight up not possible. Brute force is the way to go with flailing the mouse around and spamming meteors hoping the enemy dies before you do (which they do.) Finished the 10-10 in 12 seconds.
So here's some feedback for you. The floor is ice, enemy AI is pretty bad, it's easy to just sneak by them because of their narrow vision and kind of set pattern movement, they should probably be hunting you down like Hotline Miami or whatever. The camera made me nauseous, maybe fix the camera on the character instead of on the reticle, or maybe make the camera lag behind the reticle a bit so it's not so instant. Grenade dudes have way too much health, the bullet time mechanic is a bit underwhelming right now, you don't get too much out of it. The enemies have basically perfect aim which is in stark contrast with their AI. Graphics could always use a bit of prettying up.