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SuperGamer15

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A member registered Feb 25, 2019 · View creator page →

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Ok, after finishing the game, i can confidently say that it's great. The mix between Megaman and Metroidvania ended up being better than expected. It liked the map design in general, it felt varied and well paced. Visuals were great, hope to see that expanded and with more tricks in the future. Also, shoutout to the music, that was one of the best aspects of the game. Also the bosses were on the right spot of difficult, but fair, so they were good.

What i appreciated is that the game gives you enough freedom to tackle any area and boss you wanted to focus on without needing a power up, outside of some areas for collectables or to make exploring easier, which is something hard to balance in general, but you managed to make it work in your case. It helped that the movement was well adjusted and smooth.

I only have a a couple of observations in general, nothing big thankfully, but still worth noting:

  • For some reason, performance tended to tank in a few areas, specifically during the heated areas, probably because of post processing. Outside of those, performance was pretty normal, outside of a few hickups here and there.
  • First boss felt way too easy.
  • The camera was a bit unhelpful during the platforms area, due to how difficult is to tell where i'm going to land. Maybe you could zoom out to make the area more manageable and/or do some tweaks to the camera's behavior.
  • For some reason, there are not sound effects during the boss fights, whereas with any other area, said sound effects were played as normal, or maybe it was just me.
  • Some shortcuts were reseted once i left an area and then returned.

I can't say much about the anticlimatic ending, because i understand you ran out of time, and also because i laughed at how unexpected that was. So there is that.

It was great in general, congrats. Hope to see more of you and of this game.

Hello there. Thanks for giving our demo a chance!
Regarding our plans: just to finish the game his time. We've entered the Super Edition jam to finish it with what we had planned before the bad luck hit us: 3 interconnected levels, a couple of enemies, a finished combat system, actual animations, 2 minibosses plus a final boss, some collectables here and there. Yeah, just finishing what we started.

Thanks for the comment! I'll check your game as soon as i can, btw.

Hello there! Thanks for the feedback regarding the mechanics (and yeah, the dialogue was something we had to come up with quickly before publishing the demo) and also the art. It's clear the art is the favorite part for many people; our artists had worked hard on that aspect, with the little time they had due to the setbacks. As for some of comments:

  • The jumping HAS coyote time, but maybe it's too short. We'll keep that in mind. And regarding the fall speed, we've been testing different fall speeds, and we haven't decided which one feels the best. This is one of them. Still, thanks for the comment on that one.
  • We are still working with the camera behaviour during dashing. Any suggestions about how it could behave (especially with Phantom Camera) would be appreciated.
  • No, the attack system isn't fully implemented, we are aware of that. The animations are just placeholders to give an idea about how it works in general (with ground and air combos), so the inconsistency was to be expected.

Thanks again for the comments. We'll have something more polished soon.

Right now, only press K to attack.

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Hey, i saw your progress on the Discord server! It's amazing what you made. Congratulations!

I'll admit, i haven't played Castlevania Symphony of the Night, so i can't say how faithful this game is to the classic, but judging by the rest of the comments, you nailed it.

Regardless, the movement, the levels, the power ups, all of those are well done, it's clear you put a lot of passion on this game.

If i had to give some suggestions, maybe a couple more adjustments, like more collectables (like health, which could help with the bosses, especially with death), and the nukes area could use some nerfs, since it tends to be a bit unfair at times (at least their damage is not area based).

Definitely one of the best of this jam.

Side note: that death sound effect caught me off guard, not gonna lie.

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After completing it, i can say it was a lot of fun overall. The exploration was intuitive (for the most part, i'll get there in a moment) ,the levels were well designed, the secrets were well crafted and the boss fight was challenging but fair (or at least, i felt like it). Also the "echo" mechanic was creative, reminded me a bit to Braid. It has potential to be expanded for greater puzzles/challenges.

That being said, my biggest criticism is the movement. While it feels ok on ground, It gets very floaty on air and the jumping physics felt very inconsistent, sometimes feeling as high as they need to be, and other times feeling very short, which makes platforming and exploring more difficult than they should be.

Another criticism is the audio. The music is great, but the sound effects are louder than they should be (as good as they are).

In general, i really liked the game, hope it gets more attention and gets more improvements in the future.

P.D: The accessibility option was a nice touch.

Thanks for the feedback!

As i mentioned in other comment, we couldn't complete the game for personal setbacks, but we intend to complete it and make it more playable.

Hello there. Thanks for the comment.
As for the power: yeah, the only way to damage it is with K, which is the attack button. We had more power ups already developed, but because of time, we couldn't upload them (and also it was an oversight, we intended for this demo to have all power ups unlocked from the start). The only way now to have a power up is to talk to the shaman at the start of the game (with E).
The yellow exclamation was just for demo purposes (for testing the interaction system), there will be a checkpoint in its place (a bonfire). We just left in there because.... we didn't have any other better alternative.
Still, thanks for the feedback, as the previous comment has mentioned, we couldn't complete the game for personal setbacks, but we intend to complete it and make it more playable.

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Cool! Thank you!
It could be useful because i'm planning to add Input Remap for Controllers in one of my games, and having those extra icons would certainly help.

Really great pack! Thank you!

Just one question, are you gonna add icons of the gamepad themselves?

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Hello again, first of all, all seems to be ok, the only issue that i have is that the dialogue doesn't reset whenever i reload the scene: after triggering all the conversations and i exit/enter play mode again, the dialogue doesn't start. I'm not sure if this is intentional or not.
As of what other suggestions i would give, well, i have 1 specifically:

  • Streamlining the access to any dialogue: one feature that i would like to see in here is to access any dialogue without  the need to setup an NPC. While i saw that it has that functionality, others such as reseting the dialogue properly are not, so it would be cool to have said features implemented, and remove the dependencies of NPC for certain scenarios (the Text Based adventure sample still needs them).

That's all i wanted to share. There might be more, but due to time, i'm not able to give more feedback.


Good luck with the development of the asset.

P.D: I noticed that your other asset Avesta: Procedural Tilemap Generator uses Jobs and Burst for optimization. Do you plan to do the same with this asset? Just asking.

I can give some suggestions regarding the dependencies:

  • Some assets solve this by making separated assets inside the asset to allow the developers to install them in case they have the required third party dependencies. For example, the assets of Pixel Cruchers have inside them separated unitypackages to enable the support and integration of different assets in case the project has them.
  • The other option, similar to the previous one, is to have in the Prata Sub-Menu buttons to enable the support of third party assets (like the New Input System) in case the developer wants to enable them.
  • Or, as a last resort, inside the code directly detect if any third party asset is enabled, such as the New Input System, which has those conditions.

I wish you luck with the development of the asset.

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Hello, this is more of a feature request than anything. Beforehand, i want to say your asset is great to create and implement dialogues in-game.
However, i noticed that the asset has 2D-3D games in mind with the way the asset is designed. I tried the asset with a simpler Text Based Adventure game and it was more complicated that it should, and even then, it behaved weirdly (i.e., the dialogue box fastforwading everything all of the sudden when clicking to make the dialogue appear if using the New Input System, the choices not appearing despite appearing on the sample scene), without making any change to the code (just one change, actually: i replaced all references of Text to TextMeshPro).

I'm not sure if there is a way to make a simpler text based game with this asset instead of a platformer like the asset seems to be designed for, if not, i want to make that request, since i see this asset has a lot of potential.

Thank you for your time.

Details: Unity 2021.3.16, using TextMeshPro and the New Input System.

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Ok.... how do i say this.... It's cancelled, mainly because it's a flash game and i no longer use Stencyl (does anyone uses that anymore?).

I'll do a remake on Unity if possible.