The rule is you only need one button for gameplay, so I'm pretty sure this is fine. I'm doing a game that does something when you press the button, then something else when you release the button.
kingpark
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I really liked this game. Quite a unique idea that's simple. I love how you turned a game that you can slow down (nothing is actually pressuring you to jump), but has a lot of tension (the longer you use your flashlight, the shorter overall potential distance you can go). And everything I felt was packaged up nicely. Nice UI, a cohesive art style, the music fit. Nice job.
This feels and looks fantastic! Great interpretation of the theme, and the gameplay is very fun! Really my only complaint is that you made the interact key F, instead of E. I'm also not much of a keyboard and mouse kind of person, so I would have loved a gamepad option, especially because I went ahead and downloaded it instead of played on the web.
Would have loved more feedback given to the player on this. At first I thought the knight would follow my mouse while I had the left mouse button held down The way you did it was fine where they just go to where you had clicked, but I would have liked if there was a reticule or circle in the spot they were headed.
Also, the targeting felt a little weird. I would click to target and I would just walk towards that spot. It kinda felt like I needed to be attacked first before I would attack back. Something here to show that we did target the enemy would be great.
Good job on your first game! This is a great step forward and awesome to have something to share with others.
Some suggestions I have would be to try to adjust how random you make the mice's movement. The way the moved kept them at the edges, it would be nice if they scurried across the screen. Also, I think it would be nice if the sound played when you click depends on whether you clicked on a mouse or not. A bit of audio feedback on whether you were successful or not.
The control bug really got in the way. Having a directional input get stuck kills all momentum. It was an interesting platformer outside of that. I think the game would really benefit from a tutorial. I didn't figure out why there was a slide option and had no idea for a bit there were multiple jumps. Also, the way the multiple jumps worked was a bit hard to grasp.
I really enjoyed the atmosphere of this game. The sound did a great job to improve it. There were really only two issues I had. If I was walking against a wall, I would get stuck instead of slide if I was trying to walk diagonally. The other was when I would have to drop the candle to pick up a grate, I couldn't interact with anything after dropping a candle until I replenished a candle. Seems like a bug to me.
Overall pretty solid for a short, simple game. My biggest feedback is on the enemies. The one time I did die was because an enemy spawned right where I was. Also, it seemed to me that the enemies spawned on a timer, which meant that they continued to spawn no matter how many were still spawned. So my 2 suggestions are, have the spawner detect if the player is near and to avoid spawning more enemies while the player is in the area, and chose some way to limit the amount of enemies spawned by a spawner. That could be keeping track of how many spawned enemies are still alive, or maybe waiting to spawn another enemy until the currently spawned one has moved far enough away. That way you don't get these areas where enemies are just bunched up and you don't spawn tons of them.
We definitely brainstormed more interactive objects, but didn't have enough time to implement. Movable boxes almost made it in, but they were still too buggy to be included yet.
I thought about having the light damage you, but I felt like it would be too hard to balance in a way that made it interesting. So I went with the simpler idea of light just being an obstacle. If you have suggestions about that, I'm open to hear them.
Overall, I think the chaos is just fine, but I found the obscene camera shake to be annoying. Having the reorient myself to changes to controls, or changes to the camera/visuals was just fine. The screen shake just made it so I couldn't even see what was going on. It felt more like I was being cheated than challenged.
Solid game, I liked it! There was a weird quirk with the controls which made them behave in a way I don't think is expected. If I was holding right, then pressed up, I would change directions from right to up. If I was holding up, then pressed right, I would continue holding right. I would personally prefer changing direction to the newly pressed direction, but more importantly this should be consistent. Also, the way the sword sprite was positioned, and by extension its hitbox, felt awkward to me. It only covered a portion of the area in front of the ninja, so sometimes it would miss the things I was aiming for when I turned.
Not bad, but I have some feedback to improve the game feel. The game needs a better way to start. It's jarring to boot up the executable and immediately be in the action and loosing health and some kind of pausing during the upgrade select. Also, more feedback on damaging the snakes and knowing when they are defeated, for as far as I could tell, I wasn't doing anything. Another thing that was a mystery was progress to the next level, something to indicate that progress like an experience bar or a counter for how much experience was left.
I think at it's core, this game is great! But the execution is lacking. The seasons mechanic is a fun way to make the platformer interesting. However there are the thorny hazards that are hard to notice, and running into one makes you start all over. Also it took me quite awhile to realize I was dying instead of the game bugging out, something to indicate death other than a respawn would be nice. Also, actually changing the seasons is clunky with having to press the sleeping button again, I would have liked just clicking the season to wake up.
It was fun. Controls were too slippery for my liking. I had problems with enemy hitboxes being immediately active when they spawn or you enter a room. It was too easy to just suddenly died when entering a room, then in the dungeon a random spawn could suddenly kill you, then when you get back from the dungeon, you are placed on top of an enemy and die again. Also, it takes a second after shooting an enemy before they are gone. If you were planning on a death animation, you probably should have had them disappear faster until that was added or had some placeholder animation.