You can rebind the buttons with forward slash (/).
Actually it's supposed to be WASD, but I forgot to change back when testing buttons, sorry.
Mystialic
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Thank you for the insights.
Maybe I'll try to reduce the time between the last hit and the first hit to make it feels less like a cooldown.
There was supposed to be a melee attack for the enemies to add more depth to the strategy. Also, the original design was actually Youmu slicing Kedamas in Hakugyokurou, too bad I ran out of time.
I was worried that, perhaps, the system would be too arbitrarily convoluted that no one would understand it. So, I was relieved and glad that not only can you understand the mechanics but also able to recognize the intention behind it.
I still need to work on the input system to find the root cause of the issues. Anyway, thank you for the feedback, really appreciate it.
I'm glad that you enjoy the graphics.
Actually, jumping (more like a teleport) was implemented but then I removed it because it kind of makes the combat not the way I wanted it to be.
After reading the 'jump in and play', I realized that having to go through a wall of text just to beat a 5 minutes game is a bit... I guess you could say that it wasn't worth the time investment.
I think you're right about the input registering system that it might need to be a bit more patient. For instance, instead of executing a 'walk' command immediately right after the input, the game could wait for, say, 5 frames then decide to 'walk' or to 'attack', etc.
I have theory that the game wouldn't let you do a regular attack or attack in charge mode because you ran out of MP which I think I could add something to alert the player about that.
Thank you for the feedback. I updated the description and also uploaded a video demonstrating the intended experience.
Admittedly, I made a big mistake putting in unclear and even downright wrong instructions.
The orange bar below the blue MP bar is a charge gauge. Some of the attacks required charges to use. The player can gain charges from attacking. Once the player gain at least 25% charges, the "charge mode" can be activated by pressing the "I" button, the charge gauge will turn to green as an indicator. Press "I" again to deactivate the mode. The purple color indicator was added so that the player could use their peripheral. During the "charge mode" if regular attack command is pressed e.g. D+U, then 25% of the charge gauge will deplete, and the player will execute a more powerful version of that regular attack. Another note is that the MP regeneration rate will drop drastically if the charge gauge is high.
The yellow bar above the player's head is a heat gauge which will increase the damage output up to x1.5. The player can gain heat gauge from attacking and will deplete as the player idle.
The reason enemies have quite a lot of health is to make up for the potential damage multiplier which gradually increases up to x1.5 if the player can maintain the heat gauge. So, it is possible that the player could finish the game within 90 seconds or less as presented in the video.
Again, sorry for the unpleasant experience, I should have put more time in explaining the mechanics and added a show casing video before submitting the game. Though, I would be really grateful if you could watch the video and perhaps give me another chance and provide feedback based on the video or even another play-through if you would like to.
Thank you for playing. I updated the description and also uploaded a video demonstrating the intended experience.
Yes, I made a huge mistake putting in unclear and even downright wrong instructions. The reason enemies have quite a lot of health is to make up for the potential damage multiplier which gradually increases up to x1.5 if the player can maintain the heat gauge above the player. As a result, it is possible that the player could finish the game within 90 seconds or less as presented in the video.
I would be really happy if you could watch the video and perhaps give me another chance and provide feedback based on the video or even another play-through if you wish.
Totally agree that the blue enemy should be more intuitively distinguishable. Actually, during the development time I even said something like "That looks more like a mana crystal/orb", but I started the project quite late and I sort of ran out of time.
Regarding the hitbox, initially, I was planning to make the regular attack's range upgradable just like the skill attack, but ended up scrapping the idea at the last minute. Hopefully, it didn't frustrate you too much ( T . T )
Yes, once the space ship status meter reaches 100% (the green bar at the bottom of the screen), you beat the game. If the player died, the meter reset back to 0%. Actually, I was thinking about adding a checkpoint every, say, 20 or 30%. But in the end, I changed my mind. Also, there is only one ending scene!
Ah! I should've put a bit more animations in the intro scene to indicate that you're not the mother ship.
For the random death, hmm... I wonder why that happened since I haven't encountered them myself yet. But I kind of suspect that maybe the player is on the edge of the screen and got stealth attacked by the enemies outside of the border. Or perhaps multiple enemies are stacking on top of/under the player makes it harder to see, and when you move, they trigger tons of damage immediately.