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Elementallis Demo

Explore a vast world and conquer the temples to restore the Elements. Top-down adventure with Elemental gameplay · By IvanKae

Feedback thread Sticky

A topic by IvanKae created May 12, 2020 Views: 583 Replies: 10
Viewing posts 1 to 6
Developer

Hi!

You can give us the feedback you want in this thread or, if you prefer, you can open a new thread. We will read and answer each one of them!

Thanks for playing! We hope you enjoy Elementallis :)

Deleted 2 years ago
Developer

Muchas gracias por jugarlo! Me alegro de que te haya gustado :)

Viendo que ayer hubo varias descargas del juego, he decidido subir a itch la demo que presenté al Steam Game Festival. Si la pruebas ya me dirás!

Un saludo!

(+1)

Genial! Pues ahora me la bajo q cuando lo de Steam se me pasó y ya no dejaba instalarla después de la fecha, por eso tiré de la demo anterior.  Otra cosilla q recordé ayer: cuando estás pantalla final [templo fuego] cerca de la "Vela", cuando te acercas a las velitas te dañan pero, curiosamente si te acercas a la grande para recoger algún premio (loot) pues la coges sin más, sin recibir daño (q mola pero bueno yo lo comento) BTW: Cómo se llama la protagonista, me encanta! so cute ;)

Developer(+1)

Hola! Pues no entiendo muy bien lo que dices de la vela... Te refieres a que no capta la colisión correctamente? Es probable que si es eso, sea algo corregido en la nueva demo. Ah! Y sobre lo que decías del loot al romper los cajones, si te quedan muy lejos puedes darle con la espada y también los recoges, con eso deberías llegar a todos :)

Sobre el/la protagonista, no tiene nombre, su nombre es el que le ponga cada jugador :)

Deleted 2 years ago
Developer

Thank you very much for your feedback, it helps a ton!

Could you tell us what was the puzzle that took you a long time to complete?

Deleted 2 years ago
(+1)

I only have two major complaints:

1: Block puzzles were a bit buggy. I got stuck for a while because i couldn't tell the block was push-able because despite the pushing animation, it didn't move. No clue why this is though, as sometimes they will be pushed on first time, and later the same block would take a minute or two before the game would push it.

2: The controls on a keyboard are spread out. Would probably work better if you moved the interact from space bar to some other key above or below the ability key.

I also have two minor complaints. The first is the pots would hit enemies sometimes, other times it would go above them. I couldn't really tell when which would happen, but it didn't relay effect my experience.

Secondly, the given health just seems like too much. Health drops are a bit excessive, and heal a full heart, while most enemies only deal a quarter of a heart. This might be just because it is an early area, but even with that health drops could be toned down a little.

So, overall, I think it is an interesting concept, but still needs a good bit of work.

Developer

Thanks for taking the time to give us feedback!

I agree with you. 

About the blocks and pot throw, perhaps the collisions aren't set up perfectly, we'll take a look into that.

Also, the controls will be customizable in future updates and the health tuning was made easy in this early demo on purpose, in the final game and a more complete demo, it will be balanced accordingly.

(+1)

Hello,

 

First off, I’d like to say ‘Congratulations, your demo just earned you another KS backer.’ I see a lot of potential here. Overall felt good to play, and I had fun clearing the dungeon. That being said, here’s a list of things that stood out to me while playing, in no particular order:

 

Lighting: I’m a sucker for more modern ‘dynamic’ lighting in retro/pixel graphic games, and this scratches that itch. Especially look forward to seeing that lighting in the CRT mode. However, in regards to the lighting in dark rooms, it seems odd to me that everything seems to have a pulsating light, with a semi-transparent edge to soften the transition to pure darkness, except for the entrance/exits to dark rooms. The sharp edge of the entrance/exit lighting lighting against the softer edge of the light around the character looks odd. Also, not sure if it’s intentional, but the map is an incredibly powerful thing for navigating dark rooms without using the fire ability to light the way.

 

Pots: The throw arc on pots feels rather stiff and unnatural, going straight horizontally before quickly arcing down. Also feels odd that pots can’t be broken by sword attacks. Signs I can understand being immortal, don’t want to lose the tutorial text, but pots can still be quickly dispatched by throws, so not a big deal. My real issue with pots is that when a pot is next to a corner in such a way that you can move against the wall into it, you get stuck trying to push it, which slightly broke the flow of movement a couple times. This also seems to apply to other things that trigger the pushing animation like blocks.

 

Combat: Combat was smooth, and satisfying. Satisfying feeling slashes and death, knockback and maneuvering around enemies, blocking and striking, but it also felt slow and easy. I think my issue there is because of how long enemies are stunned/invulnerable after being hit, while some can be dispatched in one hit, others just feel like they take too long to kill for what they are. As for the difficulty, nothing really seems to do much damage, and health is plentiful, but I’m fairly certain ‘hero mode’, if no other difficulties are planned, will be enough to satiate my itch for challenge from a damage/health perspective. The boss and miniboss, possibly in part due to low damage and general slowness, didn’t feel more challenging than anything else, which was a shame as they were intuitive and fun to fight.

 

Audio: The music maybe isn’t as legendary as classic Zelda tunes, but it does its job very well. I’ve left the game on in the background as I write this, and through the whole demo and process of writing this feedback, the fire temple theme is yet to get stale to me. Very nice. However, when the knight enemies attacked my shield, I’m pretty sure I heard a quiet sound, yet when the fireballs hit the shield, I can’t make out any sound at all. Not sure if that sound is missing, or if the mixing needs to be adjusted, but in general, felt like shielding enemy attacks should make more satisfying sounds than it currently does.

 

UI: Not much to say about UI, served its purpose. My only complaints are that when putting in my name at the start, pressing ‘B’ (xbox controller) immediately sent me back when I thought it’d be a shortcut to backspace the typo I’d made in the name. Also, first time I wandered into the inventory screen I accidentally slurped up a potion ‘cause I thought it’d bring up an confirmation option to use, rather than instantly using it with no further confirmation.

 

Controls: Normally, if standing in front of something, you can attack. If you’re walking into something, whether or not you can attack while holding movement into the object seems to be dependent on whether or not the player is in the ‘pushing’ animation. However, even when stationary, you can’t attack while facing the signs, you can attack while standing stationary to the side or behind the sign, but not from the front, feels odd to not be able to attack in that very specific circumstance, especially when there’s a sign that tells you what button is for sword attacks, and you can’t attack while standing in front of it, where you’d be standing to read it. ALSO, deadzones for controller joysticks probably need to be increased a bit, oftentimes if I let go of the joystick from having pushed it all the way in one direction, it’s bouncing back would cause the character to turn around.

 

Level Design: Out of everything, I think the level design was my favorite part of the demo. While some rooms felt like they might be larger than necessary, the flow of the dungeon felt VERY reminiscent of my experiences in Gameboy/Gameboy color Zelda titles like links awakening or the oracle games, where I find myself in the moment feeling like I’ve cleverly solved it the puzzles and can’t possibly be held back, and afterwards wondering if I did it exactly as it was intended to be like a puppet on a string. Analogy might be weird, but to summarize, felt authentic to the feeling of classic Zelda dungeons. The only point of confusion for me in the entire dungeon was a room with 2 platforms going around 3 torches in lava you had to light, in the same column of rooms as the boss. I lit the torches, and heard the jingle implying that I’d accomplished something, but tbh, I have no clue what that did. However, while I’m not sure what that did, I’m fairly certain I got everything in the dungeon, as all chests appeared open on the map, and it felt entirely natural exploring and solving it. I think that above all else is what convinced me to back. Look forward to seeing the rest of the game world.

Developer

Thank you very much for your detailed feedback Jared. It helps us a lot!

I'm playing on MacOS but every time I try to open the file I get an error message that just says I can't open the application

Developer

You can use this command in your terminal to be able to bypass the error: 

% sudo chmod -R 755 /Users/YourUsername/Downloads/Elementallis.app

You need to change "YourUsername" for your username and the location of the game if you haven't place it on the Downloads folder.