Glad this post has helped!
WAIT HOW HAS IT ALREADY BEEN 50 DAYS SINCE I POSTED THIS??!
Okay, ACTUALLY last thing (maybe?):
So I beat Wieduch, and left with the ghost. I went back to City of Cables, because I wasn't really sure where to go. Is this the end of the demo or is there something more to do? Either way, I found another glitch. If you talk to the mustache guy in the cabin, he'll give you the gun again. So now I have both the Lady's Friend and the ghost gun. This allowed me to figure out when the misfire glitch happens. If you aim too low while walking or running (and by low I mean directly in front of you), and shoot the gun, it misfires. What's weird is this isn't entirely consistent, if I shoot close to the character then it won't always misfire.
Edit: Just found out I can grapple the other side of the bridge and now I feel stupid lol.
Hey thanks for responding! I eventually figured out how the books work, and it makes a lot more sense now.
The gun seemed to missfire when I pressed both the mouse and move at the same time, I don't remember exactly but I think it happened more consistently when turning around. I tried it with the ghost gun that I now have, and it doesn't have the same issue (Also, I think it was when walking).
As a final feedback report, I found a glitch where when I ghost grapple something it went all crazy and made the grapple stuck on. I don't remember where exactly this happened, but it was pretty weird.
I've made it to what I THINK is the final boss (Wieduch), and the repetitive projectile attack is giving me troubles. I've only been able to succesfully parry every projectile once, so a slightly larger parry window for that would be appreciated.
Edit: Forgot to mention that if you stand below Wieduch on the ground stage, and then parry the dead man's volley attack, they can't deflect back. It's nice for difficulty purposes, but I'm assuming unintended.
Doors that were locked from the other side still have the "this door is locked from the other side" message if you press W at the right time while falling by a door.
There were several typos/grammatical errors I found throughout the games dialogue, I'd recommend going through it either with a writing tool or by hand.
I think that's everything, looking forward to Iridescent's full release!
UPDATE!
I have made a lot of progress in the game, and I must applaud you for having such a big demo available to play for free. There were several nitpicky things I could mention, but I'm only going to bring up the things that are really bugging me.
If you try to fire the gun right after moving, it points it straight up and doesn't fire.
Why am I being attacked by books? I don't know why the books keep dealing 2 clicks of damage, I'm assuming it's intentionally hard to avoid, but a little warning would be nice.
More importantly, I made it to the area with the spikes and the skeleton guy I'm supposed to grapple onto with another blue thing after it. Whenever I grapple the skeleton guy, I get stuck in the ceiling, which not only softlocks me if I parry the skeleton, but also makes it so I can't progress. I tried it several times and it keeps happening. (EDIT: Okay, I figured out you're supposed to shoot the skeleton and then continue. Still an easy glitch to pull off though.)
Great job on the game though, it's really quite fun!
I came across Iridescent, a difficult side scroller action adventure where you play as a plague doctor. If that sounds like something you'd like to play, check out the demo (full version is still in development). I'll add that when I say this game is hard I mean it. Seriously, it's harder then a lot of games people consider hard such as Hollow Knight.
Link to play the game: https://draymadev.itch.io/iridescent-demo
Let me start by saying a plague doctor game such as this is something I've wanted for a while and this project is amazing. I haven't finished the game yet, but there are some issues I'd like to point out.
Firstly, I understand that this game is supposed to be very hard (and it is), but the parry windows for basic enemies should really be a few frames longer. If I end up parrying too late, then I'm pretty much garunteed to get hit again by the next swing. I'm not entirely sure why I'll always get hit a second time and it's definitely at least partially my fault, but either way it feels too brutal for basic enemies at the start of the game (the boss and harder enemies can stay as they are).
To stick with the theme of difficulty, I just really wish there was a checkpoint before the traps. Yes, I'm bad at the game, but I think this would be a good change that still keeps the game really hard.
My other complaints are all very minor, and have to do with polishing. I'm sure you are aware of the incomplete inventory (the "heart piece" doesn't appear anywhere that I could find), and that the pause menu is still missing.
I can't stress enough that these complaints are hardly complaints, but I'm still going to point them out. I found myself wasting a syringe by bumping the f key after taking my left hand off and bumping it when I put my hand back on. A simple fix to this is to just make it so you have to hold in the button for a half second (kind of like focusing in Hollow Knight). You could also make it impossible to use at max health but that's not really neccesary.
Falling through ladders was also slightly annoying to me, I think following the traditional rule of pressing down to go through it at the top would work better. I'm realizing as I type this that you probably made it how it is because you'd want to parry while over a ladder. I'd still prefer to go through the platform, but I understand why it's like that now.
I noticed a few of the jumps including one in the tutorial require coyote jumping. I'm okay with that, but I think the coyote jump window should be a few frames longer so you don't get stuck on a jump so easily.
Thank you for taking the time to read this, I really do love the demo and I wish you the best of luck in the development of it.
It's really tough, I spent probably more then half an hour figuring it out. Basically you have to go away from the middle just the right amount, move towards the middle and bounce off the line right before it disappears, then move either up or down and away from the middle again at the right moment. If executed correctly, you have a momentum advantage and should try to push the AI off as quickly as possible before it makes it more difficult for you.
I'm hoping this is the right page to ask this, but I apologize if that's incorrect. I'm trying to find a game I saw a while ago but I don't remember what it was called. If my memory is correct, it was in a featured bundle a while ago and was created by one of those browser game site companies (armor games, crazy games, kongregate, etc). It was a top-down puzzle game with saturated colors on a black background, and the description said something about having exactly 100 puzzles. I already tried searching for the creator by searching armor games along with several other companies. I wasn't able to find it, anyone know what it's called?
I found a few glitches all relating to the gym. First off, if you go back to the locker after using the Hydra Juice, there will be another. You can also walk out of bounds in the gym simply by walking south at a specific point in the bottom wall. And most importantly, I can't put the balloon on the weight. I watched a walkthrough because I couldn't figure out how to lift the weight, even though I already had the balloon it wouldn't automatically put it on. I decided to restart the game and the same thing happened, am I missing something?
I know this is a jam game, but I'd like to see it polished version once the jam ends. The concept and gameplay is really cool, here are some issues I ran into:
Weapon balancing. I like the diversity between weapons, but some are way better than others. I understand this is intentional, but sometimes I'm left with a terrible weapon at wave 3, and I can't do much about it.
Another thing I didn't like was the fact that there isn't any way to tell where you are on the map. This probably isn't a common problem, but I managed to get lost on the map and I couldn't find the coop, something like an arrow that points to the coop when it's off camera would be nice.
And lastly, not being able to find the final fox. This happened to me a few times, the fox must have gotten stuck on something because I couldn't find it, which ultimately forces you to wait until you die.
You're probably aware of most if not all of these issues, but this is my feedback.