Amazing gameplay! Super cute seeds! 10/10 would recommend to a friend
theVengeful
Creator of
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That is my bad! I think my instructions may have been misleading. I have updated the description on the game page now. The monkey is not able to move on ground. You can only move when you are holding something (so you are actually pulling you body by your arms). Bad instructions, sorry about that:))
Hey, Ben!
I have been listening to you devlog podcast, and was excited to try this demo. I think you have a very good thing going here (he said after playing through the entire thing 6 times).
I really like the progression system. Having plain upgrades (ex: more damage), risky upgrades (more damage, less health) and long term upgrades (+0.1 damage per buy or something:PP) makes each decision just a little more engaging.
Furthermore, the art-style is cute, movement feels fluid, enemies are varied and funny, and I think that your core mechanic (positioning) is very well highlighted.
Which brings me to my next point. You have been talking a lot about the difficulty of the game. Specifically, how some of the feedback has led you to think that the game is sometime unfair in cornering the player into unescapable situations. From my personal experience, that has not really been the case. Most (99%) of the times I have taken damage (I feel like) it has been my own fault exclusively. That is not to say that I haven't been cornered into unescapable situations. But being in such a situation due to your own positioning is something quite different from being forced into these situations by an unfair game.
I fear that trying to make these situations less frequent would take away from the deeper aspects of the main mechanic, which is to not only position well for the current state of the game, but also thinking one or two steps into the future when finding the optimal position.
That was way longer than anticipated (I know i tend to become very vocal when writing). I hope you understood my main points:PP That being said, I am really looking forward to seeing/listening to the progression of this game. I had a lot of fun playing this demo, and I will definitely buy the game if you keep up the good work;)
Thank you! I like the idea of making the monsters faster. This is something I regret not playing around with that much during playtesting. Right now you can kill enemies in one hit if you have enough momentum. I fear that letting the monsters die from every single hit would take away the satisfaction of really hitting a good one.
I might make some updates to address this issue after the jam is over. Thanks for your feedback and suggestions:)