I can see you did some polishing since the last time I played, also I don't remember some features being there before, lookin' good!
The puzzles are really challenging at times, but the gameplay itself is very intuitive, good job there!
Been a while since I played this game. Nice to see the procedural generation, so let's start with discussing it:
It seems to be working fine, the levels are huge and the generation patterns are not obvious (although there are some rooms that may be repeated). However, there's still not much going on there. I know that this is just a demo, but if you want to go procedural, you need to refine the generator to make things interesting. The third level defeated me - I wandered around pointlessly, unable to find the exit. Maybe once you add the story, it will be easier to generate the fun stuff.
Now, besides level generation:
I just love that yelling enemy, that was totally creepy
You have to do something about the crawling corridors, since there's nothing going on while passing through them. You seem to have started improving that experience by adding that shriek, but that's just one, add more! Also maybe some corridor wind sfx? Some camera change?
And finally bugs/features
The BG is sometimes glitchy. Notice the red lines in the top-right part of the screen. Maybe the generator places it incorrectly?
At the start of the levels, the MC often gets stuck in that pose, until I jump (picture below)
By the way, attempting to save, got me in an error loop :(
Edit: I think I figured it out - I've got old save files, from the previous version. You must have changed the graphic filename for one of the characters, that's why it fails to generate the menu. The issue doesn't occur, when I get rid of the old save files.
As promised, I gave the game a shot on PC, and it's awesome!
The levels are easy, but not to easy, and the mechanics are self explanatory. The game doesn't induce anger, as other similar games tend to.
There are some funny details, like Sulka's sprite at the level start xd Overall, impressive work, I'm glad to have saved it for later :D
While the game has some fun mechanics, I second what was being said about "no goal", although you do mention, that it's just a "proof of concept".
I like this game and I want to see you develop it! Nice graphics and music there's a story, too!
Some feedback:
1. There are a lot of bugs. You have to fix this!
2. Loading the first level takes long enough, that you want to include a loading screen.
3. To emphasize - there is no menu in the levels!
4. It was mentioned before, but I'm going to say it again - the conversations shouldn't auto-continue. Also, the skip button doesn't skip, but rather fast forwards.
5. The conversation text is too small.
6. The game was easy, until level 4. However, level 2 might be way too easy - there's even less going on than on level 1, just a few simple jumps! Level 4 difficulty, could be turned down a bit, however. I couldn't pass the fireball phase - either make less of those fireballs; add some indication that a fireball might appear (like a lava bubble); or place a checkpoint there!
7. Some menu buttons get highlighted, some are not.
8. The sprites tear/bleed. Since the game is made in Unity, try using sprite atlases - it's one of the easiest and most reliable fixes.
9. More sounds! Character damage, fireballs showing up. Also, the dash has an UI sound, which doesn't fit.
10. There should be some indication, that there are moving platforms - I made some senseless jumps, because the platform was somewhere outside of the view, without me knowing it.
11. Level 3 platforms are barely visible.
12. The "dash" explanation doesn't say it means "left shift"...
To sum up - I made it to level 4. I like the game, but I'm not going to play anymore, so that I don't screw up my experience with it. I'll gladly play the fixed version!
Cool game, although really challenging! I had to really focus to pass some parts.
Interesting mechanic with the umbrella, although the way I sometimes have to stand around, waiting to be able to "shoot" it again, somewhat disrupts the flow.
Speaking of that umbrella, there were some phases that I couldn't pass without it. And AFTER that, there was an explanation of the mechanic. Why is that? By that time, there was no need for that text at all.
The "not indicated collisionless" tiles are still there.
You should do something about that launcher. Not all controls are customizable from there (dash and umbrella). Those that are customizable, work properly in the game, but the ingame "help" text doesn't acknowledge that.
On death, the menu screen flashes briefly.
Solid piece of work, nice to finally try it, after seeing you stream!
The visuals are awesome, and the idea looks very creative. Also, the menu where everything moves like this, is interesting to watch.
Now, for the remarks, that might be more interesting to you:
A little disclaimer: I'm just giving my thoughts, but keep in mind, that I'm not really a target audience for games with "extravagant mechanics". In such cases, I usually prefer to just find bugs, but didn't find any in your game, except maybe #4.
Hey, a mushroom picking game! :D 315 hs
would be nice if there was some educational part in it. I mean, there is the index, which tells us, for what we get points, but it would be cool, if there was also some info, about what exactly are these shrooms called. It could even be outside of the game, for example on this site (yes, it's my curiousity speaking)
Yes, I've been curling. And now that I check it, the shurikens really do get thrown in the facing direction, so must be my mistake.
Maybe a bit bigger signs would be good. Here's an example of a sign - while it is possible to figure out what is written there, I didn't figure it out until I accidentally pressed the ctrl button
As for tearing there might be another reason, and those would be "subpixel" camera movements. I notice the camera shaking very slightly when I walk into obstacles, and that's when the tearing is the most likely to occur.