Thank u
Janeator
Creator of
Recent community posts
Thank you!
We'll look into these for the next polish update, though as far as I'm aware the only unpredictable bullets should be single ones that are shot towards your current position, or which else do you mean? I'd love to have enough enemy variety that we're not reusing some of them for different patterns, but unfortunately we didn't have enough time for that ^^,
Easily at the top of the jam, pretty much everything about this game is impressive and polished.
I've got a bit of feedback though, some design decisions I would've done a different way:
- Lifestealing distance is way close, and sometimes I wouldn't have skulls to lifesteal from which sort of leaves me screwed.
- Bullets from skulls/rotating swords are way small and they blend in with the background too when they fade darker. Kept getting hit by them without noticing.
- Skull firing pattern seems irregular which makes lifesteal more of a risk than it should, I'd say.
- I assume this is a bug, since I see there's bullet clear on hit which I appreciate, but, sometimes I'll get hit by a bullet and colliding with a skull at once (when trying to lifesteal), and lose 2 hearts at once.
Really nice concept though I think some tweaking of what the default options are would make a much better first impression:
- Toggle mode should be the default in my opinion.
- B scheme should be the default; if playing on keyboard it doesn't make a lot of sense to pull pieces down faster with UP and rotate them with DOWN, I kept confusing them.
Some other issues:
- If you pause the game and you're playing with toggle mode, selecting menu options with space will toggle the mode in the background.
- I cleared the objectives but my blocks piled up, how do I complete the level? Also my knight got stuck there at the upper end of the screen at one point for some reason, couldn't move anywhere else despite being able to move around in those tiles moments before.
Feels good! I played with controller and got some observations though:
Gameplay
- Dashing should instantly switch your direction to wherever the joystick points before propelling you instead of sometimes being a waste by trying to dash right after an attack and being locked on the attack direction.
- It's a bit annoying to change the loot filter back at the start of every dungeon; you could at least display the names of items that are being filtered so you still have a clue to recognize them but breeze through them without needing to look at stats at the start of a new dungeon. A suggestion: Loot filter could have an "Auto" setting which would filter any inferior loot based on the lowest loot you have for every kind of item: So for example if you had two pure weapons, it'd filter horrible weapon loot, but not normal back items if your back item was normal still.
- Really good items seem to be able to drop right off the gate. I understand it's for the one dungeon you're in only but it feels a bit busted?
- Difficulty slider system feels extremely lazy.
- Doing one attack and then attempting to do the other in a short window but holding the button will cause you to fire off the same attack again and then do the actual one you're pressing immediately after: https://cdn.discordapp.com/attachments/356612249135218699/729520849962401812/out...
- Loot needs bigger hitboxes in general. Should also prevent some issues like not being able to interact here:
- Seems weird to not have a feature to disable the idle autoaim, which is really annoying in my experience. I want to stand still and aim at an enemy with my ranged attack, not hit the nearest destructible block!
- Levels feel quite uninteresting and too linear, though I didn't play through all of them.
- Enemies feel waaaay stupid and somewhat simple. They don't follow a navmesh/any kind of pathfinding and just walk into walls all the time. Also, consider speeding up their actions based on difficulty or "elite" status instead of just increasing raw numbers.
- Feeling the need to break the environment for money is a bit bothersome. I'd greatly reduce the money drops from it or just make it even easier to destroy HP-wise. Also, some non-destructible terrain? (that blocks attacks, so not just a gap)
- Menu paw cursor should move faster. Try lerping in a fixed ammount of time - almost instant - instead of it being distance-based like it seems to be now. Or just move it instantly without lerping.
Controls could use some slight queueingAttacks should have a slight time window where they'll still combo if you input the next one before an animation finishes playing or so, so you can still do the combos but releasing the button between each without needing to just be holding it down, which feels weird to me.
Visuals:
- I like the look in general despite what I will say next. However:
- The palette seems a bit too dull, and some items could benefit with having more details and having a palette that isn't monochrome.
- The toon shader works well for some items, but makes other items such as robes or hats feel overly plasticky. However this might be countered just by having more detail in them.
- Clouds feel too noisy in contrast to the level itself, and game might run better with a simpler solution as well. I like the (starry?) gradient background.
- Loot popup feels a bit too cluttered, though I suppose that's necessary. But there's still many other ways in which it could be improved: more window opacity so things merge into the background and into eachother less (in your first screenshot you can see already how some icons merge right into the background), easier to read font, etc.
- Don't overdo the effects; making sure everything is as impactful as it should is important, but so is clarity. Things can get a bit chaotic at times.