I really really wanted to add visual indicators for the buffs and DEF, but I ran out of time sadly! It's definitely something I'll add in an update. As for enemy HP visibility, I was unsure whether it should be visible for not during development, but seeing it now, I do think it should be visible. Thank you for the feedback!
kshut
Creator of
Recent community posts
A fellow dungeon enjoyer I see 👀. I love this kind of traditional dungeon crawler and you did a great job adapting it into one! There's no limit to some actions, so I found it's easy to spam them in fights (like heal and boomerang). I'm also curious what the "Wait" option was intended for, perhaps as a "defend" option?
Really cool (or you could say edgy) action platformer! Plus, any game with a parry is already an A+ in my book. Biboo feels really good to control and I love the motivation mechanic. I could totally see some sort of platforming challenge section with the rapid slash and hover mechanics.
Also, I lost it at Marco Juan 😂.
Wow. The amount of quality put into this game is insane, especially in the art. It's such a cute and cozy shop simulator and I'm sure Fauna would be so delighted if she saw this. I especially enjoy the fact that the special customers (talents) can be given various trinkets, and their reactions differ with each one (I found the Korone + Soap combo especially funny and cute). I also just want to compliment the amount of detail put into the art of the shop, all the trinkets, UI, and the adorable characters. So good!
For feedback, I think there's a bug with the "dirty finger" item. When asked for the "dirty finger", only the normal "finger" works. There's also a funny bug if you hold left mouse button, hover over an trinket, and move the cursor very quickly, you can rearrange the whole store and make it very messy lol.
A solid platformer with very responsive controls! Love the different mechanics you gradually introduced into the levels and it was super fun building up speed on the ice :D. I could see potential in some sort of speedrunning mode.
As for feedback, it's just a bit hard to tell the ice from the spikes sometimes, because of the color, but I assume that was for the sake of saving time.
Interesting concept! I can see where you got the inspiration from (one step from eden) and I like how you turned it into a more traditional bullet hell.
Just a couple suggestions if you ever decide to expand:
- Bae's hit box seems to extend above the tiles, so bullets on the top row could still hit you on the middle row. Personally, I'd resize the hitbox to fit inside each tile instead.
- Speeding up player movement would make it feel more responsive, in my opinion.
- As a difficulty increase, some tiles could "break" and prevent movement on them, just like in OSFE.
But overall, this is a great start to a game!
Love the idea of random buff/debuffs while playing, but they feel quite tame for a buff/debuff. Maybe it's because there's a limit to them, but it'd be funny if there were like 30 buff/debuffs at once. It seems like some buffs/debuffs can also cancel each other out, so sometimes it'll feel like normal gameplay.
One idea I'd suggest is have multiple taiyakis spawn after some time as a difficulty increase. For example, a normal taiyaki and pink taiyaki both spawn at the same time, but the player should prioritize the pink one or lose a life.
But anyways, great job! It's a very fun and cute game!
Thanks for the feedback! You brought up some really good points.
>There's a lot of QoL changes I couldn't add cuz of time constraints (like time remaining, talent name text, theme text, etc). A theme change warning indicator is definitely one I also need to add lol.
>For pause cheesing, I was thinking of having a "curtain" cover the screen whenever the game is paused or out of focus to prevent those kinds of things, but like you said, cheating isn't really a big concern as long as they still have fun with it (at least in single-player games)!