Appreciate the critique, I'll definitely figure out ways to make it more challenging. Would you say the 3-hit combo is the most over-tuned part of the main form? Or is it something else?
Fxy
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I ran into the same issue with showing poise in my own game before taking it out completely recently so I definitely get the struggle.
The responsiveness thing might just be from watching the character still face the enemy when I start holding the run button and holding away, making me want to mash jump to get further away before seeing my character face the direction I want then to run. There was a little jerkiness to seeing that happen with the camera and player still being near the boss after trying to escape.
I had fun figuring out the timings on deflects. The best part of that was realizing I could get a better reward for counterhitting the boss. It reminded me of God Hand's counter hit system a little although much more subdued in terms of what I get as a reward since they still continued their combo sometimes. To be honest these two tools are so powerful I barely engaged with the rest of the mechanics you had. The only point I found for using the projectile was to teleport to the boss at the start or do deal damage to the knocked down boss after a riposte which I felt couldn't be intentional (but should totally be kept in). I've never played Sekiro though so I don't know if it's the same in that game. I'd definitely be careful with making parrying the only strong mechanic since it feels so passive.
I only found out that you already mentioned the AI was random after I had beaten them so I was prepared to talk about how inconsistent their behavior was. I couldn't tell what the difference was between her forms since they all tended to use all 3 weapons the same way. I also couldn't figure out their poise which made me play way too safe and barely ever attack since I figured she would just armor through everything unless she was specifically in Dark Halo mode charging into Human mode.
The poise being so obscure made me never want to commit to longer attacks or try out other mechanics out of fear of screwing myself over. Maybe her poise could only apply to the beginnings of specific attacks (like the great sword) so I could be encouraged to whiff punish still.
I'd like more responsiveness out of my other evasive moves like jumping away and running, I felt so suckered to the boss in the current state of these moves and opted to just stand there and deflect instead of doing anything else. Might just be my bias towards games like Ys or Wonderful 101 where I'm running around the entire arena while fighting, probably the benefit of having a fixed camera angle so far away I guess.
Overall I like the idea of the game and I'm interested in what comes next, especially if more comes out of interrupting the bosses.
The predator ball gets really satisfying with stacks at the end. Aside from wishing there was more control from catching balls or something I'd love to see some more feedback when a ball dies so I know exactly what killed it. Maybe some hit freeze and a flash effect could do the trick, I just got blindsided sometimes when multiple balls were killed while I was focused on somewhere else.
Biggest change to this version is that Bosses respond to hitstun the same way most enemies do, no more arbitrary armored attacks, to compensate most will move out of the way or defend themselves.
I've also allowed the Ninja form to be unlocked in its earliest form, give its grappler play a shot early by completing the new Winter stage or Boss Rush.
This game is pretty neat, big fan of the animations, especially the watermelon spitting boss at the end. There's a lot of character to this
The switching mechanic adds some nice variety to tactics, though I found it much better than the standard horizontal shot even at low power, my strategy became staying at midscreen to shoot the planes down before they could fire their tracking shot. I wonder if the secondary shot came with another effect like a different movement speed, similar to focusing in other shmups, that both might have more utility for the player
The tracking shot is a decent idea to force the player to move if there aren't as many bullets coming from the enemy, I wonder if the same effect would be enhanced by shooting out non-aimed bullets that wouldn't necessarily hit them just to add more pressure. Standing ahead of where the plane enemies fired would have a really odd effect on their bullets since they couldn't track me at all. Would that behavior be different if they fired much earlier? I might not have hugged the midscreen area so tightly if I had to fear them shooting before passing me.
I'm a little biased towards having a ton of bullets in the shmups I play, even if they dealt the same damage over time the trick works and encourages me to spend more time dodging than risking getting hit because the chip damage still works. This could be a result of not knowing the boss's current HP, I'm sure that'll get added later though. I wonder how differently your game would play if you upped the fire rate while lowering the damage equally.
The balance between rate of fire and damage still works decently well here as I was encouraged to play above power level 1. Otherwise the Pidgeon mid-boss would feel much tankier than other enemies. I liked that you continued to spawn other threats to compensate for its limited firing range, it was good pressure to keep me moving between it and the adds. I'm interested to see what you do with the scoring system as right now I get way more points by farming the adds summoned during the midboss than I do playing optimally through encounters. (e.g. 22,000 points from dying to the midboss while farming vs 10,000 for beating it and the gorilla boss quickly)
Overall I had fun with this and am eager to play more builds of it.
This is very solid way to make a stealth grid based game, enjoyed a ton of the puzzles. Only had a few hiccups along the way. Namely not recognizing what tiles the thief could climb over immediately. Cutting off the enemy view cones when they're blocked by geometry would go a long way in keeping the mechanics consistent.
Grid movement is definitely a fun way to make a collecting game like this feel faster than most, though I think the top row would benefit from more reward for the risk of getting so close to spawning skulls. It would definitely help add to a score chasing feeling.
Sometimes when choosing a power-up that affects health the UI would disappear for that round.
The music stops looping at some point until death/revive.
Thank you for playing more and I'm glad the axe centaur was your favorite.
I think I understand why the boss rush got locked I forgot to change the number of unlocks back on that one.
I'm curious how that clipping happened, did you walk through there normally and it was just like that? I'm assuming you had transformed into the small form prior so maybe the collision didn't change back?
Did the screen tearing happen even with V-Sync on in the options menu?
I forgot to include in the movelist/tutorial that transforming from base costs 50 meter now, that was likely why you couldn't transform against the Red guy.
What controller are you using that's making motion inputs difficult? Does the same precision issue happen when you do the motion attack from neutral?
I really dig this concept and the execution is pretty satisfying once I get the hang of it.
Initially I was overwhelmed with having a full party and list of spells, I wasn't sure how to target specific heroes for a while, it's much easier to click on them in the menu since there isn't as much feedback clicking on them in the overworld (e.g. a highlighted aura for heroes I mouse over)
I assume in the ideal game you'll have a smaller party at the start and less spells.
I think the mana regeneration could use some work. It makes sense as a way to punish a poor rotation of spells but since I can get it back by just waiting around I don't feel pressured to go into the next fight unprepared so I'll just wait around. It might as well just refill automatically after every encounter. Maybe if I had to siphon enemy MP or search for potions instead? Something more active could be interesting.
A feature I would like is the ability to change targets mid spell channeling because there were often times where I'd want to swap my cast to a different party member as the battle changed but was unable to without canceling the spell, even though I was allowed to click on them it would only affect the person I targeted when I started.
"Error: Couldn't load project data at path ".". Is the .pck file missing?" happened when I tried to download but browser worked fine.
Hitting an enemy/taking damage could use a lot more feedback, Hit stop, flashing frames, clearer visual effects. I couldn't tell if I had damaged the slime until it split apart as its health bar didn't deplete until it entered its final form. I noticed when attacking any enemy they would be invulnerable to any other attacks unless I moved away? It wasn't clear if they were in an invul state as they didn't flash or show anything different about them. I would mash the attack button against the mushroom and only the first attack did anything.
Orca was very annoying since it never telegraphed its attacks, especially the underwater one since it does like half your health.
The castle walls prevent you from moving anywhere once you touch them but slashing them lets you clip through and trivializes the encounter, was this intended?
Biggest changes:
- - Overhauled Mad Bomber (Mall Boss)
- Slowed down rate of attacks
- Added new moves and re-worked old ones for variety
- - Overhauled Godsteed (Factory Boss)
- Increased movement of previous attacks and made them more complex
- new Axe Throw move
- - Changed enemy attack selection to be pattern based than pure random
- - Completed animation update for Armament Form(Sword)
- Longer range attacks and cooler poses
- - Added Boss Rush Level
- Survive the 6 bosses to unlock Pursuer Form (Bike) early
Game is pretty sick and stylish. Car controls pretty well, I was expecting drifting or running into zombies to give me a speed boost of some kind to try and optimize the races, maybe those two actions will do something later on? I had a rendering issue where zombies and targets would be on a weird layer. When I chased the white guy his "neener neener" voice would loop endlessly after I had lost sight of him. I also wish the mission giver's text would go faster or could be completed by pressing continue.
I appreciated your playtest, it made me instantly separate the menus so a save overwrite like that wouldn't happen again. Also sorry for the bullshit boss, those bomb deflections were signaling that you were invul but it's not really clear when they still explode so I'll have to fix that.
I'll expand the tutorial and replace the font as well.
Thank you for playing, I'll definitely need to make a more readable font.
I wanted the camera to be pixel perfect which is great for most effects but if it's causing issues I may need to look at it again or make it optional. I dunno about tweening though, will have to play with it but the times I did try it looked off trying to catch up.
Will also be continuously nerfing that first boss until morale improves.
Once I get more environment art assets done I'd like to start a Steam page and a trailer.
Thank you for all the notes, I noticed the cause of a bunch of xbox controller related issues and have already fixed a few (i.e. menus, d-pad movement, weird input overlap) so hopefully thats working on your end now. Confused about the holding attack thing because I haven't experienced that, a 4th hit should only happen if you pressed it again in the buffer.
Also tweaked the variable jump height for xbox to work now as well as tap jump working more consistently. I'll take a look at the jump buffer.
Bombs/bullets bounce off when characters are invulnerable, maybe that's not obvious enough or its the wrong effect for that?
I've also changed the civ forms attacks to move in mid-air, before they would assume you were still grounded and force you to stand in place.
Thank you for the feedback on the Bomber, I'm still thinking of ways to make him easier, may need to just reduce the number of bombs he throws along with more animation.
Now that I've separated the options menu code I can work on implementing it into the pause menu as well.
I don't know why the game didn't award you with the rest of the levels, if you go into the save file in appdata/locallow/fxy/masqz/0 you can notepad edit levels unlocked to 4 in the meant time until I figure that out.
I really like the idea of a Hawaiian ARPG and you have a lot of interesting mechanics. I find some elements of the game way too punishing in a way that seems almost Souls inspired.
My base character felt very weak against the Axe enemy who would often two-touch me while I had to juggle a slow stamina recovery and weapon speed. It got slightly more manageable when I ate the food that buffed those stats but it became the routine to always eat the attack speed food since I didn't engage with that many of the other effects.
The status effects feel extremely oppressive with little counter play beyond just eating the anti-poison consumable or jumping in water with how long they last. I think it would be interesting to borrow from Monster Hunter and use stamina intensive movement to cure certain statuses in battle (e.g. dodge rolling to put out fires/dry off wetness, standing in place to staunch bleeding, etc.)
I only got as far as Smithy since the lava one shots discouraged me from trying to navigate. I think the enemies should die if they get knocked off cliffs since they just fall endlessly anyways.
I liked using the grab attack the most.
The game runs really badly in browser, having an executable option would be a much better way for me to give feedback but I have a few notes.
The attacks doesn't feel responsive enough, if the goal is for it to be a slow attack I'd appreciate if there was a readying stance I could go into by holding the attack button and then instantly getting the attack as I release after a flash, sort of like in the Boktai games where you can aim before you fire.
Would also appreciate if the enemy reacted to my attacks in a more effective way, knockback, flashing, being stunned in place, hit effects, etc.
MC is cute and I'm interested in the graphical effects you have going on with the terrain. Hopefully you'll have at least a mini dungeon for the next DD.
Thank you for the feedback, especially on the bosses. I can definitely stand to tune down the tutorial boss I was really pushing what I could get away with when he should be much easier. If there are any mechanics you think I should explain better in the tutorial let me know.
Also glad that I inspired you to watch more Kamen Rider, Geats was pretty good!