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Comments & Feedback Sticky

A topic by Uppon Hill created Jul 14, 2018 Views: 5,833 Replies: 49
Viewing posts 1 to 40
Developer(+2)

Say what you need to say, I'll always listen.

(+1)

hi, the game is gorgeous and  the music is fun and lively. The only issue i have ran into is I am attempting to play the game with a keyboard and i am unable to input many of the controls (all i can do is use z to jump, and x to attack). I cannot figure out how to roll, and c does nothing.  are there buttons I am missing, or is the game only playable with a controller?

Developer (1 edit) (+2)

Hi there,

You've just made me realise there aren't any explanations before the game starts on which keyboard buttons do what :S Sorry about that!

There are input prompts a bit later in the game that teach you how to roll but I should explain those buttons earlier (roll is C, but requires left or right arrow as well, in the current build. looking to remove that requirement). I'll make sure that in the next build, a keyboard shows up with the bindings displayed on that first screen if a gamepad isn't plugged in.

Some news, I am also working on a way to remap the keyboard controls in game, so look forward to that, if Z, X, C isn't to your liking.

Thanks for your feedback!

Hi, I was playing through the athenaeum because it didn't save and every time I got the empty book of blacksmithing Harriette just kept saying "Just go ahead and find section 'S'.

(1 edit)

I just came from playing the demo and I really enjoyed the art style, although there were a couple gameplay issues that made the game more frustrating than enjoyable. I have no idea what goes into making or coding a game like this so I'm not sure how many of these observations you can fix, so I'm just going to state what I felt needed to be changed. (I apologise, this could get a bit long)

The first thing I noticed was the controls. I played it on an Xbox One controller plugged into my computer so I don't know if the problem was on my end, but there was a small bit of delay between hitting the buttons and executing the action. It wasn't much, but it did cost me a couple of lives, especially when trying to parry some of the enemie's moves, especially the mountain goat. If it is on my end, I suggest instead having a dedicated button to parrying instead of using the movement stick plus attack. I often found myself moving left or right when I wanted to parry and it allowed enemies to hit me. 

Another thing I found was that once I attacked, I was locked into the animation and I couldn't move or roll when I was attacking. This is just personal preference, but I think the combat would be better if you were able to instantly roll in the middle of an attack, even if the attack didn't land or do damage. Again, that was just personal preference, the game played fine as it was. 

The second thing I found was that the enemies were a little hard for first level enemies. The hedgehog and the wolverine were fine, I had no problems with their difficulty, It was mostly with the mountain goat. With the controls as they were, it was very difficult to time and I lost more than a few lives to them. Perhaps slowing their speed will allow new players to learn the controls and the types of patterns enemies will have. 

The boss fight was fairly difficult mostly because I could not dodge the cross-screen bookcase attack due to the flying book that would hurt me and stop me from reaching the safe space in time. It was hard to hit the book since it was so fast and, in the end, I died six times before defeating the boss because of it. Other than that, I had no problems with it.

Despite it's flaws, I found the game extremely beautiful and fun. The character designs were unique, fun and memorable. The dialogue was very well presented (and I particularly enjoyed the song in the tavern). Wilhelm was one of my favourite characters, I believe he can be a batter one day. I absolutely loved the art style and the way the intro told you a quick summary of the world around you was fantastic. I was invested in the story and was super sad when the demo ended. I will most definitely be buying the game once it comes out completely!I loved it! 4/5

Edit: I saw this game at SMASH in Sydney, Australia and was immediately interested!

Developer

Thanks for your feedback!

I've been collecting a lot of feedback from around SMASH, which was the first time I've demo'd the game outside of strictly "gaming" related events. The delays and lag at the beginning and end of attacks are intentional (assuming you don't mean actual input lag on your monitor). That said I'll be tuning down the difficulty a little bit, specifically the enemy placement and level design as well as input timings, to be a bit less demanding.

Right now the list includes:

  • Giving roll less end-lag
  • Making the mountain goat less resilient (parry should stun him)
  • Doing a better job overall of giving visual feedback for when enemies are about to attack, what can be parried etc.
  • Making the boss fight clearer, with slightly less demanding timings.

The game is designed to have higher than average difficulty, but I think I agree with the general feedback that right now it's a bit *too* difficult especially for the first chapter, and that there's a lot more I can do to make the game more fair to the player.

As you know this release is an alpha, so I'm doing my best to make Insignia as polished and enjoyable as possible before the first chapter's full release.

Thanks again

First off, I had a blast playing the demo you made (playtime 2 hours). Fully certain gonna buy the game when available. I loved all the tiny details, Easter Eggs, the little interactions.

Here are the things I encountered during the run:

- When I press D and then directly Z it consumes a different item at times, when I change the selected item it is fixed.
- Sometimes when a cut-scene is happening and the camera is panning the name tag will flicker. A notable one was at the destroyed bridge.
- The parallax background feels at times a bit weird combined with the pixel snapping. But I got quite fast used to it. Just something to point out.
- Another thing that happens with the pixel snapping is when you walk horizontally some objects will shrink vertically, this happened at a few places, the first village and also the pillar at the broken bridge.
- I couldn't walk over the metal shut when the mining cart gets dropped down.
- When obtaining an energy orb, the current energy gets from half-full to full during the upgrade animation, back to half-full after it when the camera is panning back to normal, and then back to full after that is finished.
The wood in the caves just outside the part with the lift/elevator doesn't feel like it is blocking you and feels more like a background thing.
- GAMEBREAKING BUG: You can't pet the dog
- Gunther was still pickupable after the quest was completed to bring him back.
- When buying something the countdown it reaches one above the thing you bought. So I had 1855 bought something for 350, and it displayed 1506 at the end
- I was unable to cancel the lift when I got a selection option
- Sometimes wall-jump was sort of cut-off. I think when having high frame-rates holding the Z button when wall-jumping will cause the jump to kind of stop. Possible way to debug is maybe to decrease timescale?
- When I entered video settings it applied some changes when entering. And it would be great to be able to change the settings in the main menu.

Other than that and the things that are work in progress; Great job! And the improvements you made in one year are unfathomable. If you need any help just hit me up and I'll do my upmost best to help. And as closing note: Thank You!

Sietse (a.k.a. sho3k)

Hey, just played the demo a bit (version from about 3 days ago). In the cutscene where the old man throws you the sword, I couldn't pick it up. I continued on, was able to get through the fighting tutorial since I had the guard's sword, but after I gave him his sword to complete the quest, I remained without a weapon. Based on the interaction with the guard (not wanting to show the sword I was supposed to get from the old man), I should have gotten the sword? But when I went back to the scene with the old man, the man and the sword was gone. So maybe a bug that got into the build somehow.

Developer (1 edit)

Hey Matej,

You should definitely have a sword once you speak to the old man. Did Armin say or do anything after the old man drops the sword? The intended behaviour is for armin to pick up the sword as part of the cut-scene and continue speaking for a while before the scene ends. I've personally never experienced what you're describing, so if you're able to recall what you saw as accurately as possible, that will help me try to figure out how to replicate and fix the bug.

I really appreciate your feedback, and I'm sorry you had that experience! The game would have been unplayable without a weapon beyond that point, which is a real bummer :/


---

Nevermind, I was able to replicate it almost immediately. Patch incoming!

Yeah, he didn't go even pick up the sword, I just got control back, but it seems you figured it out. I was able to jump around past enemies for a bit so I saw the rest of the art a bit still. I personally like the peaceful zones the most so I got what I was looking for. :D

Hey I watched your youtube video on making remember Apollo, so tried that and this game out. Both games we're a lot of fun and I can't wait for more of Insignia. While playing Insignia I ran into three bugs. I played on a cheap logitech controller.

1. when crafting I had to use a different button than prompted

2. when fighting the spider after one attack cycle it just ran toward the left wall for the rest of the fight.

3. when dodge rolling in the library between screens I would get stuck in the animation next screen, I couldn't walk after but could roll out of it.

I liked the demo enough to throw you a few bones(Hoping I can purchase a full version one day.) great job.

I was unable to play the game. I filled out my name, the only options it gave me were Z to go forward, but I just starred at a stack of books, was never able to progress further. Love your youtube and was hoping to give this a try. 

Developer

So sorry this happened! After filling out your name, the game should begin once you hit enter. Which platform were you playing on? Maybe I can find a fix for you. 

I'm incredibly stupid and did not realize I had to walk through the door to begin. Lovely game thus far. Thank you again for you excellent youtube videos. 

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Hello, I am a big fan of your art.  Library fight was an absolute beauty.  I ran into some issues.  My version is freshly downloaded as of today. Two big bugs:

1. I got the exact same bug as @mcginandjuice, the spider boss was just stuck running into the left wall for the whole boss fight and did nothing else after that.

2. I had an error that forced me to shutdown the game through process manager. It ended up not responding: At the beginning of the game when you go into the forge hut: there was no text for me and I ran into the middle of the room to pickup the design paper and it hard-stuck me there when I pressed "up".  The only thing I could still do was continue to press "up" and it would still reflect on the demo up-button on the screen properly, but nothing else would happen and I could not move, open menus, escape, attack or do anything else.  

3.  This one was less of a bug and more like a movement mechanic that did not appear to function as intended.  This is at the spider puzzle for the chest that had an orb in it I think.  After wall-jumping up to hang onto the ledge (before jumping onto the spider), EVERY TIME I tried to pull myself up from the ledge I was hanging on, the character just automatically climbs/jumps up with so much momentum that he overshoots the very ledge he was hanging onto and flies past it, which was super annoying.  I feel like if the character is hanging onto the ledge, pressing "up" should allow the character to slowly and simply climb directly up onto that ledge without over-launching.

-Personal subjective nitpick but the parallax effect when you are just outside the village, the mountains seem to be moving way too quickly when you walk, almost dizzying-ly so.

Thank you for putting beauty into the world!  Excited for release.

-Zan

(+1)

Hello there. I just finished the demo and I loved it! I find the esthetics of the game and its gameplay amazing (even if I had a lot of trouble getting familiar with the attack-jump at the beginning). I wanted to congratulate you for all that crazy work you did so far and encourage you for what's yet to come. 

I faced some MINOR bugs here and there -reeeally minor- : 

(little spoiler alert)

1- When talking to the fancy lumberjack, Hugh, I saw that we miss named him "Hugo" (guess this dude is everywhere huh)

2- Here I was trying to defeat the spider boss and I wanted to heal myself before I got hit again, unfortunately I did die but my eating-animation was still running so this happened :

 

3- I wasn't able to screenshot that one but at the end while talking to the librarian Hariette, one of her sentence didn't had a period at the end (I remember it was after we woke up in the "basement").

4- I don't know if it has been said yet but when you assign different controls to the game it doesn't save when you close and reopen the game.

The game is pretty good. Here are some things I ran into:


  1. Lots of screen tearing when running from scene to scene without letting go of the directional buttons
  2. The couple singing in the Inn, their dialog is off beat of the music. 
  3. You should be able to return the Iron Sword immediately after forging it, not until "later" in the game.
  4. The spider boss seems over tuned and its too early in the game for a "boss" that can easily kill you if you suck at parrying. It'll push more casual players away. 
  5. Some dialog of why players go from not killing anyone to killing rangers would be interesting. I get they are shooting at you but I would like to see some sort of text that there are bandits in the area. 
  6. Being able to see learned designs from your inventory would be cool
  7. Using the select button to open up your inventory / journal would be nice as well

Rolling in some situations can softlock you until you restart the game.

I had a blast with this demo! I only encountered 2 bugs that jumped out to me. 

1. I got attacked by a hedgehog and a bear. I was able to kill the bear, but the hedgehog took on invincibility. This was in the area of the dodge prompt.

2. In the spider boss fight, I jumped behind the spider and she ran into the left wall and just stayed there. I was able to just stand behind her and take my time killing her.


I look forward to seeing this game get a full release. :)

I've been watching all your videos this week and am absolutely inspired to make something myself! Absolutely love all the details in animation and different characters so far :D

Bugs I've found / problems I've had: 

  • General controls have been really fidly, especially for wall jumps with spider jump combos which have been too hard for a beginning level stand point, which resulted in me getting really annoyed especially when trying to fix the bridge
  • The spider boss fight just got stuck in the wall letting me kill it easily, but also the damage didn't scale with their health bar ( was on no health and still had to hit like 10 more times)
  • animations were messed up when carrying the child as a backpack especially when moving the lift crank
  • every time I entered an area all the monsters regenerated (fine if that's a choice) but so does my health so it doesn't feel like a challenge and that I actually need the food I pick up.
  • If I'm crouching (pressing down) I can't then jump, with all other arrow keys thats a possibility, (also the jump noise is a little strange)
  • The dialog noise for the most part matches the dialog animations, but can sometimes run on significantly longer than it should.

I can't wait to give this another go in the future and see how all these piece will slot in together :)

I must mention the quest to get the lil guy and to get it back to his friend (npc)... I had to get back to him multiple times, I call it a bug...
I recall saving an adventure and later recovering it wont allow u to keep him with you to run the quest, also since I was kind of lost as to where I could find the npc to turn it into I almost got back to the house the the Main Character I recall rolling and dropped then again the lil guy but he didnt appear there to pick him up....
so I had again to get back to him and jump back to turn him in. it's a nice game but delaying a turning in quest coulda take away some time, and since some of the jumps timing are hard it could prove counter productive to redo it. Anyways great game for what is shown, thanks, I didnt get defeated at all either spider or the librarian :D.

Oh man, your game is so wonderful. If only I had some money to support you :(

a couple of things that i noticed:

* text that autoruns in bubbles goes too fast and also starts immidietly so sometime i enter a room and someone immidietly speaks to me.

* UI - controlling the UI feels wierd and there is no option to use a mouse on it.

* add font changing! ive noticed u use 2 fonts, 1 pixely and another a very hardcore artistic font (that im having a hard time to read). as i know making fonts takes alot of time i would request a option to switch to a dislectic friendly font (beacuse i know dislectics cant play currently), i do understand that this may take away from the game immersion but its better to have less immersion but the player can play then the player cant playing at all and remember that this will only be an option.

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im pretty sure the other spider just didnt spawn beacuse i cant seem to be able to go throught this place.


edit: i managed to do it after i left the room and reenter when the lower string reupeared. i attacked that string the last time and it dissapeared.

Hi, i played the demo for the game recently. All in all I like the game and I will buy it when its released. The art style is great, especially the blue trees in the beginning and the view when you go on top of the watchtower! However, there are a few little things that I think could be better:

- The controls. Sometimes it feels like I'm not really in charge of the character, and I have to fight my way through every single step to make him move.  I noticed especially when jumping and landing, that there's a slight delay while the landing animation plays where you cant jump up again. This probably looks better, but it is so annoying, as it feels like the game is refusing to do what I want. I'm also a fan of jump height based on how long you hold the jump button, but I understand that it's not for every game, and the game works fine without it.

- The map design. All in all its really good, but some of the areas where you have to use the spiders to jump are just too hard. I'm probably not the best players, but there are areas where I realize what I have to do, but I still have to repeat the same move like 15 times in order to actually make it (especially the jumps where you have to wall jump and then hit a spider). Also, in the part where you have to hit spiders to get a cross the gap under the bridge, there is this one place where you have to jump up and wall jump before hitting a spider. I spent a good half an hour trying to figure out how to to that jump and I almost deleted the game out of frustration. I would love to see that jump being signalized better in the map design, by making the wall you have to jump on more eye-catching or something like that.

-  The fighting system.  It is fun and I love the dodge, but I had one little problem. In a lot of fights, especially the boss fight in the library, I easily forgot how much energy I had left.  I would love to have some sort of player feedback when you are low on energy, so that you don't end up accidentally overspending and having no way to defend yourself. 

- The librarian boss fight. Great character and fun fight in general, just a bit to hard in my opinion, considering its the first boss. The flying books got me every single time.

Yeah that's basically it, can't wait for the full game to drop!

Hey everything is working great so far but i have a problem that i can't go back to my savefile now. I have played 50% of the story and does not wan't to start over. Can you help me?

Hey, there is no way to pause the game to go back to the menu I noticed. There is also no way to pull up the controls as you are playing.

Another thing that is missing is the ability to pull up quests that you've either started or completed. 

Overall, good game so far! I just started it, so we'll see what happens with the storyline. I'm pretty excited! 

Developer

You can press enter to bring up the pause menu, which has the options you're looking for :)

Great game! The atmosphere, the art, the gameplay, music... You're an artist!

The game is absolutely gorgeous. there's a lot to do ( like a lot of quests ), the gameplay is not too complicated, and it isn't that simple either, and the crafting system is very well done. The only problem I've ran into so far is that the keybinds reset after closing the game, so I end up having to re-bind the keys back to what I'm used to after closing and the re-opening the game.

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Hey, Adam, 
Great demo, I've not completed yet but I have discovered a few bugs and have a little feedback- 
- When running, dialog boxes popping up during running do not stop the run animation so character is stuck running unil you skip the dialog.- You can attack the hedgehogs through walls (most likely the same for other creatures)
- Unable to craft honey jar when pressing the forge button (it seemed to craft after clicking the cancel butotn though) - weird

UX Suggestion.
- When saving there should be a dialog box that appears, it's a little hard to tell if your game has been saved otherwise

- Moving the inventory menu higher in the pause menu list. I feel it's a little inconvenient to have to move down to the inventory selection 3 times to access it. (Maybe a hotkey for inventory would be a good solution?)

Gameplay feedback.
- All been fine for me, I would touch on the spider jumping though as many people have already mentioned. I think maybe wore of a delay before you have to jump would fix how difficult it is. I was fine after a couple tries and managed to get it perfect for the rest of my play through.

Fully support your development and i'm now a paid patreon of yours so keep going mate. I'm excited to see where this goes. 

Hello, loving the demo but there is an issue. I got about 60% through it my save file says. I logged off and went to dinner when I booted it back up I cannot get back into my save file. when I press the button to select the save it does a loading screen and cycles back to the title screen. That is all. Like I said loving it and am excited to see where this goes in the future :)

Really cool game, awesome art! took me a while to get used to the controls, especially that return is like esc, only problem I had was that it took me a long time to realize that you can jump up on the bookshelves during Harriet's battle.

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After playing the game for an hour I encountered 2 bugs, 1 game breaking and the other is minor
1st one is when you talk to the bartender during the dog chase quest and the game softlocks, re-launching the game reloads to the last savepoint. The 2nd one I encountered was when I was carrying the lost kid on my back and going back to town, I quit to title and once I open the save slot menu it says "00_title", Loading the save takes me to the title screen as it says, so I'm unable to load my last save. 
I certainly don't feel like spending another hour and doing all that again haha.
That being said I really enjoyed the demo so far and I'm looking forward to the full release :D

Hey Adam!  I found the Insignia demo after watching some of your pixel-art tutorials on Youtube.  Great stuff!  The Insignia demo is really cool, and as someone with a burgeoning interest in game-design, I find it really inspiring to know that this game is being developed by a single person. 

I just finished playing through the demo -- I guess it was v1.5.4.  The artwork in the demo is beautiful, the music is really nice in a fittingly retro way, and the sense of world-building is palpable.  It also seems like the story's probably gonna be good, although we only get to see a tiny bit of that.  However, I ran into some snags with the gameplay, so I was compelled to offer you some constructive feedback.

1)  The single biggest problem I had involved this jump-spider puzzle:

I intuitively grasped that I should wall-jump up and strike the spider with the -> arrow to get past the wall.   But man, try as I might, I just couldn't get past that part for the longest time.  Eventually, I became convinced that either I needed to find an item to help me jump higher, or I needed to find something which would unlock an "overhead strike" ability.  Because, you know, your sword-strike animation never actually reaches up as high as that spider is.   In whatever case, I left the area and searched around for 30 minutes, found nothing, and almost just gave up on the demo entirely, figuring that it had some kind of bug which rendered it unfinishable.  

The only reason I didn't give up is that I found a walkthrough video on Youtube, which confirmed that my intuition was correct.  After seeing that player wall-jump up and strike the spider, I went back and tried again, over and over.  When I finally did get past that area, after probably 100 tries, it didn't feel like it was because I suddenly mastered the timing or anything satisfying like that.  It just felt like a fluke, almost a glitch.

The spiders in general are challenging, although I like the kind of challenge they represent, at least in theory.  This spider in particular, however, was too difficult by half.  It would have made me quit the game had I not found that video.  My advice:  Lower that spider-track and/or the ledge a bit, or set-up another spider which will launch you into the -> spider.   This is a weird place for a player to get stuck and not know how to advance.

2) I was gonna mention a few other things, but I think they could basically all be described as "issues with the  control mechanics."  I feel like you've designed a game around platformer action-challenges which require careful movements from the player, and a keen sense of timing -- only, the game's control-mechanics, as presented in the demo, don't seem very well-suited for those kinds of challenges.  Let me describe a few of the gameplay areas I'm talking about:

2a> The combat.  I like the animation, but its stylistic "low-framerate" quality doesn't marry very well to fast-paced action.  The movements always felt a little laggy to me.  Therefore, combat never quite achieved the twitchy "strike/parry/dodge" feel I think you were going for.  Instead, I often felt like I was being thrust into a battle where quick and precise actions were expected of me, but the control-mechanics were incapable of delivering such actions -- and so, every fight just degenerated into me pressing my attack button as fast as possible, rolling away whenever I actually had the energy to do so, and eating every time my energy got low.  It never felt like fluid or elegant fighting might be possible, and it never felt like it might be possible to fight without getting hit.  So, this was frustrating.   I wanted to enjoy the combat more, but it just felt kind of sloppy.

2b>Jump-puzzles.   The jump-puzzles generally felt far more difficult to me than they should probably feel -- and not for good reasons, but for "I can't do this with these clumsy controls" reasons.  The stylistically-choppy animation of the character is probably largely at fault here.  Wall-jumps, in particular, never quite worked right for me. There are a few sections where you ask the player to ascend up a narrow passage by wall-jumping back and forth.  In these moments, I never could tell whether there was supposed to be any particular timing involved or not.  The only thing that ever worked for me was just to rapidly press the jump button as fast as possible as I bounced back and forth between the walls.

2c> Wall-grabbing is frequently too sensitive.  In some areas, one has to stand atop a narrow ledge and drop-down to another narrow-ledge to then make a jump.  In those cases, I often found after dropping down that my character would keep grabbing the ledge behind me, from which I had just dropped-down.  That caused me a number of frustrating falls, as I fought to keep him from grabbing the ledge and to turn the other direction. 

Lest that seem like to much negative feedback, let me tell you some of the specific things I did like:

> In general, I liked these characters and the world they inhabit.  It feels alive.  It feels like the kind of place I'd want to spend more time.

> I liked the way that the game's backstory appears as "panels" of graphics that appear in the background as you walk toward town.  That's a neat little device.

> Despite my quibbles about combat, I did actually like the Parry technique, and I really enjoyed the little vignette in the tower where Wilhelm teaches you how to use it.  The timing of this technique was tricky, to be sure -- but it never felt like you were asking me to use Parry in a way that the controls couldn't handle.  The Parry challenges always felt pretty fair.

> I did actually enjoy the fight with the Librarian.  My quibbles about the stiffness of combat notwithstanding, this boss-fight was really creative, and I enjoyed the way that it asked me to occasionally parry an arrow in order to proceed.  It felt like the best kind of boss-fight -- the kind that forces you to use a new move, and thus helps you to get better at using it.

Ultimately, I liked the Insignia demo a lot.  It just seemed a little rough around the edges, in the control-mechanics department.  I hope you're able to iron those issues out.  This game looks great.  I'll be following this project, and I hope to see it eventually released for real.  I'll happily purchase it when it's released.

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Just started to follow your work and it's awesome. The demo is so much the better than I expected and not running into any major issuer just made me wish the game was done already. Keep up the good work! Can't wait to play the final product!

This is feedback about the Shoe Inn actually, I haven't played the demo yet. There's a pun to be had in the sign out front, if you want it. I sketched it poorly on my phone while the video played in the background:

Please forgive the bad colour match, my phone's default sketching app doesn't have an eyedropper OR a custom colour storage feature.

Developer

Haha thanks for the suggestion. I appreciate you dropping in to share it, and I'll keep it in mind for the game.

Hey, 

I am getting a weird issue. I start the game and get the instructions with the keyboard commands but once that is done I get a pink screen. I can hear the intro music but just get a pink screen the entire time. This is specifically after I get the auto save feature information. I will assume it probably has to do with my M1 Mac

Specs if it helps:

- Macos Monterey version 12.4

- chip apple m1 max

- memory 64 gb

Hi, some feedback within the first 5 mins of play :D (First of all, thank you for your awesome YT content!)

  1. I can't find a way to open up the menu screen when I want to quit/save the game. Had a hard time closing the game, but ctrl+Esc seemed to have done the job.
  2. Speaking of saving the game, when trying to open a save file, it doesn't open. Pressing Z on the saved file just seems to change the image of the book (the book spine shifting or the bookmarks changing).
  3. When speaking to Rose (the mother character, I think her name was Rose?), at times her 'verbal sound' goes on even when her dialogue text has stopped. It happened quite few times so I'm guessing this is mostly a bug with the mother character's dialogue.
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Hey there! I googled your demo after I watched your vids on yt. I know it's old. It doesn't seem to work on the latest MacOS 12.5. After the two black intro panels the soundtrack plays and the screen is bright magenta. Are you still supporting or should I wait for a full release?
I paid $5. That's a small thanks for enjoying your channel. Hope it buys you a good coffee. 

Hello there, I watch your Youtube channel and you have done wonders for my knowledge of Pixel Art. Thank you for all you have done there. Also, I recognize this is older and you have probably tweaked most of this but figured I would throw my thoughts in anyways. 

I looked over several bits of responses just to make sure I wasn't repeated too much but here is my feedback:

 The good:

  1. Wow. I am so impressed the visuals are actually stunning. I, honestly am inspired by your work in this game and myself am just starting my journey into coding/game dev and can only hope to one day have something with this amount of love and quality.
  2. I saw a lot of people complaining about difficulty but I rather enjoyed where it was out. Forced me to think a bit more and try new ways around problems.
  3. The platforming ideas were super fun. I really enjoy the spring spiders in combination with wall jumps. Fun stuff. 
  4. Overall, I felt the story was intriguing and I found myself bummed when the demo ended and I desperately wanted more. Well done there.
  5. The UI looks great. Feels like it gives the vibe of the game. I know you mentioned some changes in one of your videos 

 Suggestions:

  1. I found it very difficult to switch targets or switch items in inventory to eat while also trying to battle. If you were able to add a time slow down or even a freeze while selecting those things, I think that could be beneficial for the user experience. 
  2. I did see others mention this but the only reason I won against the Spider boss was due to it getting stuck moving towards the left wall and as long as I didn't roll past it on the left it would just stay there and I could attack it without any recourse. 
  3. The forward slash and its forward movement there in, while good to use in conjunction with platforming felt like I was getting too close to the monsters all the time and couldn't tell if I was getting hit or not.  Maybe that is something that I would just have to figure out over time. I could see toning that down a just a tad but also would understand leaving it in as it probably affects the air slash as well and the distances for platforming. 
  4. I found it hard to tell when I was getting hit. I would look up at my health and didn't realize I had even been hit. If there was a way to showcase that more I think it could be helpful. 
  5. The long tunnel after the librarian conversation could be a good spot for character thoughts as they run. Like what could this book mean? I miss my dad? Why this attack? Something like that might be nice. 

I will buy when it comes out if nothing more than to support you but also, I REALLY want to play this now. Keep up the great work!

Hello!  I just started playing Insignia and I'm at the part where you need to fix the bridge and cross a bunch of paths using spiders that have arrows on their backs.  Anyways, I just saved manually via the menu and quit, and when I was sent back to the title screen it looked like this.  I'm on a Macbook (2019)  running Monterey 12.5.1 fwiw.  I'm assuming that this isn't normal since it's really hard to read the text.

Update:  I completed the demo and really enjoyed it!  Like others have mentioned, the librarian fight was great, and the spiders were a little difficult, but the overall game seems pretty polished.  I know you've been updating the game and that this version is really outdated, but I like what you had done at this point.  I remember a video on your channel where you mentioned that you updated the character portraits, and I'm glad that you did.  The ones in this demo made the eyes seem a little too big in my opinion.  Fwiw, the title screen issue that I mentioned popped up again once I beat the demo.  I'm looking forward to seeing more on your Youtube/Twitch channels!

Hey! Just finished the demo, and it's tons of fun! I love the unique mechanics, and the story seems interesting so far.

I only had one complaint myself—in the area outside the town, near the beginning the paralax on the sky looks pretty weird and kind of messes with the eyes.

Hi,

I really enjoyed the demo first of all. It gave me a good couple of "Aha!" moments in the time that I played with the platforming mechanics and the level design in how it flowed together. My only concern was that if, as an avid gamer who plays a variety of games, the platforming required to unlock the bridge was difficult for me, then I can only imagine someone who is more intermediate in game experience really getting frustrated with it. So if you could tone that down just a tad bit for other players upon release, that would make the game, I'm sure, a little more accessible if it's your intention to hit the intermediate-to-hardcore gamer audience range. 

Also, is there a point to crafting another sword after receiving the one that is from the old man earlier in the game? I may have missed it, but I wasn't able to find a recipe for the great sword blade and therefore unable to craft the great sword to test out the differences in weapons. And then to pair that with the end of the demo which tells you the sword you got from that old man is super important, I felt the great sword was a missed opportunity to demonstrate more of the combat system while hiding the special abilities the Graile is supposed to grant the player. Very small nitpick though. 

Overall 10/10 demo and would love to purchase this game on release! I am going to continue to tune into your YouTube videos and Twitch streams. Cheers!

when I was fighting the spider I hit it into the wall and it was stuck in its walking animation the entire fight

Is this project still going?

Yup, if you go to Adam C Younis' twitch page (the creator) they do progress streams.

Any chance of a Linux version?