Digging the Undertale inspiration, the unique "spin" on the combat mechanic, and the bumpin' style! Would be nice for certain attacks to have visual cues as to where they're going to move to/rotate, I did find myself taking damage from instances where I was unable to predict where projectiles would land in relation to the heart or when they would shift in rotation.
TalisManiac
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Absolutely gorgeous style and execution! Honestly my only issue with it is the intense screen shake, it gets to a point for me where I actually started to feel dizzy with how jarring each harpoon strike was. Just having a way to pause and adjust this intensity would be a well welcomed accessibility featured, especially for those that suffer from epilepsy.
What a creative risk and reward system! Fantastic work! Maybe this might just be my lack in knowledge of alcoholic beverages but I wasn't quite sure how the theming of the bullets tied back to the drinks. Not to say it needed to be literal lemons and whatnot just something like "oh this drink is spicy so there's fireballs" or "this drink is sour so there's an electric theming".
Lovely concept and killer character designs! I ran into the same issues as mikolak64 but I feel like the issue with the spikes that sprout from the bottom of the boss could be remedied with a crouch mechanic to dodge them instead of trying to find a slim window between the hand spikes and the bottom spikes. Maybe a double-tap down to quickly dislodge from the screw and crouch when holding down?
Interesting use of mixing resource management with combat, albeit regenerating health when using a controller brought back war flashbacks of the early 2000s mini-game mechanics haha! Loved the visual style, music, and logo design too, whoever made the cover for the game did a fantastic job reeling me in! Might have been interesting to see platforming being included with each boss fight to further spice up the combat seeing as I could mostly get away with just spamming jump and attack interchangeably whilst healing where needed. Another little nit-pick is that it would've helped to have some sort of audio feedback when health was getting low or was fully topped off, or alternatively moving the health UI towards the bottom middle of the screen where the player can see it easily next to the character.
Really fascinating concept with a surreal visual style I can get behind! At first hand I wasn't sure on how to inflict damage onto the rocks and boss until watching the demo video. But learning how to do so also exposed a potential exploit in said mechanic as you can just spam WASD in circles while slowly spinning the mouse without much fear of running out of fuel. Regardless I would love to see an expansion on this game!
Love the take on the theme! It's very satisfying to pull off multiple hits on the boss when you align yourself just right. It would also be interesting to see different obstacles that produced different effects onto the player when they make contact. (ex. bounce physics, changes in velocity, etc.) My only critiques would be to adjust the range of the slashing ability and potentially update the sprite to better visually convey this new range to the player. I found myself hardly using it with how difficult it was to judge were my hits were landing and the small payoff it had when doing so.