More Pokemon games! Very charmimg and had fun.
tabor62
Recent community posts
WARNING: SPOILERS AHEAD
Figured out the Gloop thing, it was just a skill issue after all haha. Spikes doing 4 damage sure is brutal o.o I was able to get the Voltanium Shard but I couldn't get out :B My first Metroidvania was Metroid Fusion so I'm probably just too used to all the quality of life stuff in modern games.
I'm sad the demo is over, but I'm excited to see what comes next.
That being said, I have one more suggestion:
• Perhaps the bestiary could have the sprite of the enemy on the menu, otherwise just choosing from numbers is very ??? Some enemies are larger though which might make it more complicated, there would need to be less entries on each page.
I also did find (possibly) 2 more glitches:
• I've noticed that killing a Karkanon while it still has a shot on screen causes the shot to stay still and linger.
• I'm not sure what caused it but I noticed that there was 2 occasions where I had 4 out of 5 health and picking up another health caused me to drop to only 1. I've not had it happen any more times though, I dunno if I didn't notice getting damaged since I was playing it while tired.
I hope I don't come off as harsh (as this is an early demo) but there are (a lot of) things I would like to share. I've only gotten so far as the Xenovore so far but it's been very fun! I don't know how far the demo goes but I'll play it some more when I have time. I very much hope you continue and release the full game! WARNING: SPOILERS AHEAD
First some good things:
• More metroidvanias (especially on the Gameboy) are always good to me!
• I like the atmosphere and it looks great aesthetically.
• The Xenovore was scary haha o.o and the Escudo looks very cool. The sprites are great.
Next I want to bring up some stuff that could be glitches?
• I can stand inside of doors, which is odd and actually makes it so that if you walk too far forward you can't open it without backing up. Some sort of collision might be needed.
• There is no pause menu or even pausing, though this could just be something that hasn't been implemented yet.
• If you charge a shot and then enter another area, it looks like you no longer have a charge shot, but in fact if you press B again you fire a charged shot.
• Scanning Virtus causes my game to glitch and nearly soft-locked me by display a "Scanned" message repeatedly. I was able to break out by shooting Virtus between the messages thankfully.
• Running into Escudo while it was exploding caused my character to "reset" location a few tiles back.
• You can use Jellite as a platform from below, undermining (what seems like) the intended path of jumping across the two of them.
• Sometimes trying to fall through a gap with two platforms either side causes you to immediately walk onto the other platform instead of falling.
• Reading a log while walking causes your sprite to walk in place while reading.
Finally, I wanted to share my one cent about some of the design choices:
• The shooting mini-game is neat, but it could get tiresome if you have to do it constantly.
• I hate that I can only shoot left and right. However I understand this would obviously interfere with the scanning.
• The scanning range is too short, this could just be a skill issue though.
• Not being able to jump to an area that's the same height as a platform I am able to jump up is strange to me. Visually it makes no sense.
• While this could be tied to the "no pause menu" thing, I'm not so much of a fan of how you can only see the map from a specific machine and the bestiary from the ship.
• I think the save machines should actively indicate you are healing while saving. My first save was at full health so I didn't realize until I intentionally tested it.
• There was a case where a Gloop was up an area that was half a block up and you can't jump and shoot it, my shot always went over it entirely.
• The lack of a charge animation caused me to question if it worked at first. Maybe something like a flashing white outline for charging that then turns into the red flashing for fully charged?
• Beating Virtus (the first boss?) doesn't drop any health which is pretty scary. I had one heart and I was afraid I'd die to some random enemy as I left.
• Warp points that aren't unlocked should be ??? at first, similar to the Depart option on the ship.
I enjoyed the demo, though I did want to bring up some stuff (I am playing on an Everdrive x7):
• I saw that below someone mentioned it took a while for them to figure out that jumping down a platform was Down + A, (which while it is a commonly used combo) for the full game something like a tutorial for the basic movement could be helpful as not everyone is as familiar.
• I want to echo the request to be able to shoot upwards. I understand if the game was built around only being able to shoot left and right, but it can be frustrating seeing an enemy above you and not being able to do anything about it.
• If it's possible, could you add a preview image for the Chameleon Circuit in the inventory? A minor nitpick for this one but it felt annoying having to press Start, change menu, scroll down, change suit color, exit out, look at my character, repeat.
• I noticed that jumping down a platform while moving left or right causes you to flying downwards really fast. Is this intentional? It certainly was surprising when I discovered this on accident.
• Final issue, my game doesn't save at all. I thought this was intentional after beating the demo but I decided to simply save and reload at an earlier point to see and it doesn't save at all for me.
I am very much looking forward to seeing where this game goes though!