Ok! Thanks for letting me know. :)
Gronis93
Creator of
Recent community posts
Really cool graphics! Don't think I've seen something like this on the gba. Gameplay is somewhat repetitive but the different enemies makes it up. A map would be helpful. It's very easy to get lost. Especially if you rotate the map alot!
Managed to finish the boss. I think I was over-leveled after getting lost somewhat. Each hit made 9 damage and he went down in a few seconds.
Overall, I enjoyed it.
This game felt really polished! Good job :D
Camera movement was really nice. Rotating the world looks super good!
The only negative aspect I can think of is that once you learn how to play (e.g try to progress until you are stuck, then rotate the world until you see a reachable platform), the level design felt somewhat repetitive. But that could easily be solved with puzzles, additional game mechanics and backtracking.
Overall, a great entry!
Do you plan to make a full game out of it or do you consider it finished?
Thanks for the feedback!
For context: I tried to "innovate" somewhat, by incorporate a button schema which would enable a-lot of actions. In retrospect, I agree that it's confusing and overly complicated.
I have some new ideas on aiming that will be more simple and more conventional:
- I plan to skip the current L behavior (aim in moving direction) aiming for a typical lock-on when pressing L. Locking on "nothing" just "locks-in" the current direction the character is facing, and the dpad will let you move freely while the aim is locked in that direction.
- If you use a ranged item (equipped to A or B) while locked-on, you can move freely while aiming.
- If you want to aim freely, you will have to use an equipped ranged item first, while not pressing L (no locked-on target).
- If you press lock-on while the cursor hovers on a target, you will move to state 1.1. and lock-on that target, and the dpad lets you move freely.
- If you press lock-on while no target is hovered, you will go to state 1 where the aim locks in the direction of the cursor you had while free-aiming, and the dpad will control the character.
- R still performs a roll.
Will probably have to iterate further but i think this is an improvement on your feedback.
Also, more animations will come! I have not yet settled on the character sprite so for now, I have paused working on animations until I have actual gameplay.