Thank you, Jake! I really appreciate it.
Giannis Milonogiannis
Creator of
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Hey, thanks for letting me know! I'll make sure to fix this next update. Is it something that happens all the time for you? It hasn't been mentioned to me before, so I'm curious as to how persistent it was for you. Hopefully you got to play the game, if not, thanks for letting me know and I'll try to update as soon as possible!
Thanks for coming back, and thanks again for your constructive feedback! It was fun watching you play again, and I admire your patience in dealing with those bananas.
Some of the things you mentioned I've already been working on for the next update, but you also brought up some really interesting new angles to consider, which is super helpful. Next update, the dash will make the player invincible, getting hurt will give you a window of invincibility and I've tweaked the balance to make ranged combat a bit less powerful compared to melee. You mentioned incentivizing close-up combat and that's something I'm really into and hadn't done at all, so I'm looking at ways to make the combat more fun and rewarding. Also enjoy the idea of weaponizing the dash, so will play with that as well. Everything you mentioned, I've noted -- clueing in the player more clearly about the less obvious systems, etc.
I've been retooling the boss fight as well, and the next version will probably not have the gaps in the floor and just allow the player to focus on avoiding and attacking. The i-frames on the dash make the bananas easier to deal with now, but those might need to be toned down more as well. (Also, bananas is canon now, thanks.) I've also added a checkpoint system, so you don't have to reload your save every time you die, and might make it so you just skip the boss intro the second time around.
Thanks for checking back in with the game, and for offering your honest thoughts. Much appreciated!
Thanks for the feedback, it's much appreciated! The controls have been mentioned and I'm just now realizing they 're uncomfortable. I'll be working on that for the next demo. The suggestions you made are good, as well, so thanks for that.
I'm super interested in the dash i-frames -- I had that early on in the game but turned it off as it made things a bit too easy. But I can see it being needed if the game goes in the direction of the boss fight, with more chaotic patterns, etc. Will experiment with that as well.
Dashing into the boss is a bug, so that's on the list to be fixed as well, thanks for mentioning. The red AoE and homing bullets pattern is done on purpose. I wanted the attack to feel chaotic, like the boss is throwing everything at you as it dies, but without i-frames on the dash, I can see how it could be a pain to avoid.
Thanks for playing the game and the detailed feedback!
Hi, everyone! Just wanted to let you know I've just released a little time-waster game called BIZ MAN in BIZ LAND. It's a bit of a throwback to old flash games, where the goal is to line up the falling stocks with their corresponding color bases. It's extremely simple, but I found something relaxing while testing it and figured someone else out there might like it.
Heres the link:
https://musashinoelegy.itch.io/biz-man-in-biz-land
I'm still working on BIZ, adding more minigames and a bit more depth to this first one (color chain score multipliers, etc), so if you check this out, I'd love to hear your thoughts.
Thanks for reading!
-Giannis