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PatricianDev

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A member registered Mar 26, 2018 · View creator page →

Creator of

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Wow multiple pictures for my feedback! Really appreciate the detailed feedback. Don't have much to add other than I'll definitely look to fix a lot of these points. I think I'll prioritize so that you can continue playing when one character is dead. It shouldn't even require that much change in the code I think.

Thanks a lot for the detailed feedback! 

The Q ability is a tackle and has a hitbox, but I wanted it to have a use as a mobility tool aswell so you weren't totally wrong there. 

Yea I think I agree with you that the run-key is just too much when there are so many buttons. I'll probably remove it just to reduce complexity. I might remove the stamina use as well for the same reason. I added it pretty late in the project just to prevent people from using a single character and never switch out, so I'll have to think about it. 

I actually think I removed all the invincibility frames upon getting hit. Got the idea when I was playing wizard of legends where I really liked the idea of the enemies playing by the same rules as the player. Might have to tweak the stun values so you don't get stun locked too often.

Thanks for playing! You press F to get to the inventory/equipment screen. I really have to put that info in the game UI (other than the start menu, where I list all controls). I have so that it auto equips the item you picked up if you have nothing equipped in that slot, so at least you got some of the stats. 

Thanks for playing and the feedback! I'm happy you enjoyed the combat as I've been concerned that people don't really get it. 

You missed the boss portal! (the red one in the room you spawn in). The idea is that you prepare as much as you want before the boss fight, and when you beat the boss you beat the game. I might have to clarify that in the game though. 

As for the future of the project I'm not entirely sure. I've honestly thought a lot recently about doing an off-shoot from this project that's more focused on just controlling one character but I haven't made up my mind yet. If I keep working on this I think I have to find more ways to justify the fact that you control two characters and make each character more unique. I already have that if you throw a fire spell into the spin attack a fire tornado will be created, or if you cast an ice attack into the spin attack the enemy will get frozen. More stuff like that. Also maybe more defensive/utility stuff as well. Perhaps you can lift and throw heavy objects as the warrior, or the Witch has a teleport as her dash, which has a longer range but longer cd, so you might tag to her just to dodge a big attack. 

Let me know what the balance feels like and how far you got. I kept tweaking just before I uploaded and it kept oscillating between being trivially easy and very hard.

Watched the vod of your stream a few days after and got a lot of ideas on what to change, including the things you bring up here. Bringing attention to the upgrades will definitely be a top priority. Thanks for the feedback and the stream! 

Yea I have a good idea what to fix now that I saw someone play it on a stream. Really didn't have time to polish at all for this demo so hopefully it won't be as rushed for the next one. 

Oh yea the inventory sprites are horrible at the moment lol, there's no reason for them to be upscaled like that. Also that's a good idea, I was thinking of just finding smaller icons for the inventory but it might still work with the 32x32 icons I have now if I make the inventory slots larger. 

Thanks for playing m8! Idea is to prepare for the boss fight (portal to boss in the start room) by leveling up (and picking ability boons/upgrades with the level points which I think a lot of people miss lol) and gearing up. Yea maybe I should make the witch attacks faster to compensate for the fact that she can't move while doing it. 

Thanks for playing and the feedback! 

Putting the energy bar under the character sounds like a good idea. I was trying to find a sound effect for when you run out of stamina but I couldn't something that was fitting in time. 

I didn't have much time to play test the difficulty at the end as I kept adding upgrades and nerfing the boss (too hard even for me for a while) without really testing how it all ended up so any feedback on the difficulty is very valuable. Do you remember what level you were when you faced the boss? I only faced the boss when I was around level 8-10 with lots of upgrades and items but it's probably too hard even then for a new player. 

Thanks a lot for the detailed feedback! It's funny, you're not the only one that has recognized the game from that meteor animation, even though I posted that so long ago and barely got any response in the thread. Makes it feel worth it. 

But yea I agree with all your points. I rushed a lot of it at the end to make the deadline, especially the fonts like you mentioned and some of the UI art is very WIP. Was there any specific assets that you can remember that felt off besides the UI? I try to make everything pixel perfect but I've heard similar remarks before and I think I've become blind to it.

Cool game. I  liked how fast and smooth it plays when you slide, wall jump and wall run. Especially that last part before the boss where you get to wall run and wall jump a lot was very satisfying. 

Having the miniboss so late on the stage with no heals felt a bit unfair and frustrating, especially if you get hurt early on you're incentivized to kill yourself just so you can maximize your chances on the miniboss. Maybe a partial heal of 2-3 bars before it would be fair? 

As for the last boss I think it had just the right difficulty where it took multiple attempts without feeling frustrating. I just didn't like that his body hurt you, especially when he's clearly in recovery frames with his sword down. At some points it becomes very ambiguous if you can slide under the wall attack which felt a little unfair when you fail to slide under him but it was no big deal. Might want to give the player full health when he enters the boss room for the first time. 

I played on an xbox 360 controller and I could be the only one thinking this but I would have prefered to use the analogue stick for movement instead of the d-pad because my thumb becomes sore when using the d-pad long durations. Also usually A is the affirmative button in menus and not X.


Thanks for the kind words! I've never really done pixel art or any drawing before so I'm really happy that people don't think it looks like complete shit :) I agree that more UI would help a lot for the player to understand his options. 

Yea most people don't seem to get the melee system so I should probably rethink it to make it more intuitive or teach it in some tutorial. I had Street fighter as an inspiration for combos / hitstun. There the hitstun is pretty small for each attack, just high enough so that you can combo if you have the correct timing and use a quick enough attack to fit that hitstun window.

You're right about the zoom, I was thinking about zooming out the camera if the boss is far away but never got the time to code it. Thanks for playing!

Haha yea the last phase is even hard for me, the jump in difficulty might be a tad too much. There seems to be a pattern among players (comments here some friends play testing it) to not use melee so I'll definitely have to think how I can encourage it's use. A lot of the mechanics (doing combos etc) revolve around it's use so it's definitely not intended. I think just having more clear openings, where the boss is idle, could make it feel more safe to use. Thanks for playing!

Thanks for the feedback man! I was thinking that the game might be too hard aswell, it's really hard to judge yourself when you've been playing it for so long (also not sure if you played with gamepad or not, I find it a lot easier with gamepad but it could just be my muscle memory). And yea you're right I should change the color for the boss at least. I'm too much of an artlet to do a new design for the boss though :D I find it really hard to balance the player projectiles. I initially had them cost mana but that makes it so that you can't use mana for anything else so I'm not sure I liked that solution. 

Feels great to see someone else play your game, thanks! You actually heal with Q on keyboard, the information is wrong in the game, I'll change that. And yea I know about the sprint bug, I didn't have time to fix it but seeing how fast you encountered it I should prioritize to fix it. Thanks for playing and the feedback!

Thanks for the advice! Great idea to slow down and study games you like, I think I'll be using that method as well!

Sorry for answering so late, I'm not really active on this site.
I played for 30-60mins before I had to go to bed, I know I got past the first boss at least. I'll probably try it out again soon now that I'm not so busy with work. 

I would like to do something similar to this genre some day so it's really inspiring to me that you managed to do all this by yourself. I've been playing around with unity for a year soon so I'm starting to get a hang of programming part but the art part seems really daunting to me, as someone who's never really been into art before. Do you have any tips on how to get started? I thought your art looked really great, how long have you been practicing pixel art?

Great game. Loved pretty much everything about it. The music, the artwork and the simplistic yet challenging combat were all great. Did you make all this by yourself?

Really like the art style and loved the music aswell, gave the game a really comfy feeling that reminded me of playing Wind Waker as a kid. Obviously you would have to make the combat a  lot more interesting with more actions available and perhaps some kind of default behaviour for the npc when you're not controlling it, right now your partner feels like a deadweight doing nothing. But I understand this is an early build so it's forgivable but I would say that you should focus on that before anything else in the future, because even if it's mainly a puzzle game you spend a lot of time fighting.  The puzzle I liked the most was the one that had the other partner trapped behind the door. My first thought was that it was a bug but came a small nice little surprise that this was intentional.

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Cool. I had no idea that you were supposed to strike your own metal balls until I saw your gif so I tried to drop it on the enemies. Not really sure how I feel about the stamina bar as I felt like I was constantly running out of it and don't really understand the point of it unless you want there to be downtimes where you just dodge projectiles, but then you would probably have to limit the amount of enemies that are on the screen.

Fun idea! I can definitely relate to the backstory..

Cool simple concept that gets hard really quick. Love the minimalist art style and the retro game boy feel and the symbols kind of look alien now when I think about it. GOOD SHIT!