TOOTALLY, in the future we want to give base character some sort of special attack so that the player can feel the difference. Only the dragon and Robo helmet can use the special button atm and the robo helmet is the only one with good visual feed back. (Hold bar till full then release to fire) Dragon not having good feedback is an oversight on my end.
MHU1
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Fair criticism on the third boss. What I wanted to do with it was have the dragon boi move up the tower as you lowered his hp. Maybe making the floors different for each stage. Though we didn't have much time to implement him in (2 days before jam ended I think) so I thought that for the sake of mine and my artist's sanity I didn't bring it up to him. Thought this might have been a good alternative to that feel.
Dang I really liked the game. It left me wanting more. It took a bit to learn about the exchange mechanic. One pretty major bug (I think it was a bug) is sometimes after swapping out of the character I was possessing, the entity became unkillable but would continue to keep firing at the player. Didn't seem intentional so I figured I would report on it
Yeah, I feel you on the camera issue. When we add more to the game, I was planning on making custom camera controls. Particularly for the reason you mentioned. I used the default camera follow controller that gamemaker provides. Glad I wasn't the only one who thought that it sucked on that particular boss. Appreciate the feedback and will look into adding some QOL to the game.
I love this comment, would love to dive more into some of the aspects you didn't like so I can look into them. Namely which fire sprite was hard to read and how jumping felt low (really want to look at some jump height because some legs DO affect how high the character jumps). I can look into reducing bug teleport range, because as it stands right now, it can go onto any random platform on the map. Thanks for the input. And I am glad you enjoyed the game :) I will play nox soon