Thank you too for listening! (:
And good luck with the game!
KasperBahrentz
Recent community posts
I was actually thinking of the attack buttons on the "Only keyboard" layout. They are in a position that makes it quite uncomfortable (for me at least) to use. I quickly found out that I way prefer the keyboard and mouse setup, though I do still think that the special attack button on Ctrl could have a better placement. I personally think the control button is too far down to reach naturally, so maybe the middle mouse button (clicking on the scroll wheel) would be a better choice? The same goes for the heal button, which I think could be more optimally placed on F or E.
That's a problem on my part then. Great to hear that controller support is already included! I guess I was initially confused by the "Keyboard only" text in the controls menu, though I now know what you mean.
I played through the demo with the updated difficulty, and actually managed to finish it this time! The difficulty is a lot better now, though far from perfect. I still think game overs lead to much more frustration than they should. Losing all of your money is a big pain, and other things such as unfolded ladders resetting is also a questionable design choice in my opinion.
I liked the weapon variety , abilities and bosses. Though I've gotta say that the game doesn't feel much like a Metroidvania. It was quite linear safe for a few keys, and also very combat focused. That's not necessarily a problem, it just wasn't what i was expecting. Generally I'll also say that keys are a quite boring way of locking off certain parts of the world, and that more ability focused locks would be preferable.
I discovered a few bugs during this playthrough, but that is to be expected, and it was nothing game breaking.
Little things like the tutorial birds and the dancing shopkeeper definitely put a smile on my face. You are clearly passionate about the project, and it shows! Keep up the good work. Looking forward to more!
Pretty good demo overall. The 2D-art is great (the pause-screen is amazing!) and the polygon models are pretty good too. The music is definitely the best part of the game, it perfectly captures the atmosphere you are going for.
I quit after dying twice, both times because my character got softlocked between two baddies attacking him. I feel that you should be more forgiving with your checkpoint placement, to prevent people from feeling like they lose a lot of progress :p
I tried out both control schemes, but neither seemed great to me. For the arrow-key layout, I found hitting the attack-button really bothersome and awkward. For the WASD layout, it really broke the flow that I had to take my hand of the mouse to do certain actions (unfolding ladders). A gamepad control-scheme would definitely be preferable, though I assume it's absent due only to this being a demo.
I'd also say that the game felt quite slow and clunky on the whole. It controlled relatively well, but everything just felt sort of off. Most of the animations could benefit from some touch-up as well, though I will say that the attack-animations were pretty great.
Combat felt quite one-sided. Either I would soft-lock the enemy or the enemy would soft-lock me, neither of which was very engaging.
On the whole though, you seem to be going in the right direction. Good job and keep it up! I look forward to seeing more of the project.