Lovely graphics, nice chill game
jabrony
Creator of
Recent community posts
Nice use of the candle; I like how you can visually see how much time you have left by just looking at it. Some feedback:
- Give the player a way to the move the camera or don't have platforms out of view. There were quite a few jumps to platforms you had to make that you couldn't see because they were not in view. Some of the platforms you had to jump to at the last moment, and some you just had to walk off the platform you were on. So the only way to figure out was by trial and error of playing the level over and over again.
I got up to level 3 and couldn't beat that one; the difficulty really ramps up! Some feedback :
- One the first level I kept wall jumping unintentionally when holding the jump button to get to the first platform. It might be better to have to press the jump button again mid-jump to wall jump to avoid that issue; but you would have to press really fast for the consecutive wall jumps, so not sure if that's the best solution
-I think it might be better to just slow down the movement speed to give the player better control of where they want to go.
-I liked the puzzle element on the 2nd level of having to get rid of the brown platform before going further.
Nice little game, the pixel art and overall presentation is great; 5/5 for following the theme and use of the candle. Some feedback:
- Change the skip dialogue button from O to a key closer to WASD or spacebar (or just mouse clicks); it was annoying in the beginning reaching to that button to get through the dialogue
- I was dying sometimes when jumping too high, and I wasn't sure why. I wasn't near the patrolling skulls, so not sure what was going on there.
Good job!
Thanks for the feedback; I agree with what you said about the ammo and health. I added the HUD labels for those two and never did anything else with them, and there's no feedback when you're being attacked, so you will just died suddenly if you're not looking paying attention to your health.
Thanks again!
I think the combat rng is too much; like the previous comment says, I don't feel like I'm doing anything in turns of combat. It's all RNG besides how much health I decide to go in with and when I want to bail out of it.
I like the art and the overheal mechanic where you're encouraged to explore unexplored tiles.
I liked your demo. I ran into 3 bugs from what I've noticed. My first involved the boss: I died to him, and when I back to him, this happened :
The attacking part of the boss separated from the boss' body; I was still able to attack its body and kill it.
The second bug I encountered when taking the elevator back up; when it transitioned to the next level I was presented with just the elevator shaft, and I couldn't see my guy, but I could hear my guy moving around. I was soft-locked at that point. This happened several times until it didn't, and I could see my guy on the elevator going up to the next level like normal.
My last bug was when I returned to the beginning of the game after getting the double jump and gravity gun; I saved/healed at the first save spot and my game immediately crashed. When I went back into the game, I was at that save point like nothing was wrong.
I hope this helps. Good luck with your game!
I played your fixed version. I like the game; it's a bit difficult, which I like. I have some suggestions/issues to list:
- different primary weapons that you can unlock or find for variety; not sure if this is already in the game, I'm bad and died several times on level 2
- it's hard to pick up items that are on a teleporter unless you're not standing on the teleporter
some type of indicator that you're getting money from killing monsters(I just noticed the coin animation, maybe a sound too?)- auto-pick up mana/health potions, I don't see a reason that you need to click a button to pick them up
- spells should say how much mana they consume unless that's an intentional design decision
- the map should have an icon of where you're at on it
- have those blood particles when shooting monster go out in the direction that you shoot, would look better
I liked the demo overall, however, the movement feels off/slippery for me. I found myself falling off the platform section when turning turn to shoot at certain guys. When you stop actively moving, you slow down to a stop; if you turn during this slow down period, you will continue to move in whatever direction your turn is. I'm not sure the best way to address that, but I thought I would let you know.