While playing I experienced a bug when grabbing the jump orb and not being able to immediately jump. It always fixed itself when I fell on another platform. The idea of the jump orb wasn't clear enough when first introduced and I was confused as to what I was supposed to get out of it.
Still, these are small issues and you made a great game with interesting and unique puzzles. There is definitely potential and I hope you keep experiment with the concept of taking away actions.
jaerei
Creator of
Recent community posts
Some might say that the dot is unobtainable but I saw beyond and have grasped the dot. What power I have obtained is far too much for any mortal to even comprehend so I have hidden it to keep humanity safe. You're welcome also 10 out of 10 game. It made me delusional and believe I was a god or something.
I mean the encounter altogether. I was able to jump past them with very little problem at some point where there were several enemies. I just thought it would be easier to jump past and succeeded with that. How to stop something like that I think having recovery frames for landing and not able to quickly change direction in air. I'm not 100% on what you want for the game however. Roguelites tend to be on the quicker side of things for less frustrating runs.
Really enjoyed the art and sound you came up with the game. It's all very strange and unnerving. The way this is presented made me think it was more of an adventure game platformer like Another World or Limbo. The combat hits that feel of the player swinging something heavy without being too frustrating to act. Movement on the other hand feels like you're moving around like Mario with it allowing enemies to be easily avoided because of it. It feels contrary to what you're going for with the combat.
I've noticed an issue like yours when I had a controller plugged in. I'm not sure if you're dealing with the same thing but it seems like an issue with Godot https://github.com/godotengine/godot/issues/48180. Sorry about that but I will look more into it. There will definitely be audio settings for next version though :)
I think the biggest issue I had with this game is how things are communicated. There wasn't a clear understanding of what my deck was. I am still unsure if there even is a deck. It seems like I randomly got access to two more cards other than dodge and attack. I like the ideas here but for the most part I couldn't make informed choices on how to deal with an enemy. At some points I would attack an enemy and was not dealing any damage even on a turn where the enemy wasn't dodging. Still, I want to say that the rushing of the players turn with a hunger gauge is a good idea for a faster style of play that makes decisions more impromptu.
I have to say that I was confused by what to do at the start. The pigs are just sitting there and I half expected them to be enemies. Grabbed the bait and the camera panned to their deaths. You could free the pigs at the start to show they are following the bait. I like the idea of the game but the execution needs some work especially with the auto scrolling camera. Often times I would be way ahead and just idling around for the camera to hurry up. In my opinion the game would be better with no auto scrolling camera. Another way to force the player around the map should be explored. The controls I feel need to be mouse or keyboard alone with what actions are here. You have a very nice looking game though. I like your effects and the pigs movement animation.
Got to say that it seems like your world building was well thought. It is clear what you have here has potential but it is in need of some noise and added visuals for the rest of the characters and actions. Visual novels have the benefit of being able to show and not tell and I feel like that was under utilized.
Thanks for the feedback. Wondering on what you meant about making things smoother. Did you think it not felt responsive or too snappy like some acceleration needed for movement or was more control expected like directing the dash during the dash? Also at some point we had screen shake for the other guns but we thought it was too excessive with each shot. Gonna try adding the screen shake for every other shot with some randomness and emit particles on each shot at a later point
I really like the concept of the game but the controls could be more fluid. Tutorial had me stuck for a while on the section with shooting being required to propel upwards. It took me a while to realize shooting quickly would give me more force to reach higher. Still I have to say that it is creative and with some tweaks could be really fun. Good job on it.