Wow, this game is great! The dash reminds me of a magic item in Shovel Knight which allows you to dash mid-air to break blocks. Honestly this was pretty darn good. Great job!
Zeperox
Creator of
Recent community posts
Thanks for your feedback!
I'll try to respond to your criticisms:
1) (First boss being drawn out and not fun) Yeah... a bunch of people complained about the first boss's difficulty, which is why I plan to make it easier once the jam is done
2) (One of the first boss's attacks don't end when the boss is hit) Oh which one? I never noticed it.
3) (First boss's bounce attack respite) I'll see what we can come up with as a replacement for the sprite. ( Consider it done now)
4) (Third boss's projectiles not easily visible) I don't see how the projectiles blend in with the background... Though the boss blocking the projectiles is somewhat intentional, but not entirely. I don't think I can really fix that unfortunately without a whole respite of the boss or having the projectiles render on top of the boss, which would look weird when first spawned.
5) (Enemy choreography) Yeah I wanted to do that (and you can see that I did for some of the more deadly attacks), but the animator was really busy so we weren't able to do that unfortunately.
6) (Touhou) Yeah I suck at it too lol, I've only beaten 1 game on normal iirc
7) (Hitbox) The hitbox is 1/4th the width of the entity (this goes for everything), and yes that's where the player stops moving when it overlaps with the mouse. I wanted to have a way to show the hitbox, similar to touhou, but I had no clue how and forgot about it lol.
Thanks for pointing out these criticisms!
Thank you for your feedback!
And yes the reason there are no checkpoints was because it'd make the game easier and I didn't think it'd be an issue considering the game is quite short.
And in terms of the need of holding left click, probably a toggle (which I'll add once the jam is over) would've been better but the player does need to stop eventually, so this gives him more control.