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Very cute game, but unfortunately very short right now. The view feels a bit too cramped, and especially running is just way too fast considering how little you can see in front of you. It's basically only useful once you know the level layout.
I like the playable main menu, but the items are too close to each other so the game occasionally highlights resolution and controls at the same time. Space them out a bit more or make sure only one item can be selected at a time.
I played an earlier demo and see you've already addressed the spike visibility, which is good (although the red bits make the spikes look bloody and gruesome, not sure if that was the intention). There are also still some hard to read spikes that are inconsistent, such as these:
Thank you! This is all very useful feedback and I'll keep it all in mind for the next release version. ^.^
(I missed some spikes, it seems, thank you for catching those!)
Neat game! But also evil difficult. The camera seems too zoomed in
for how fast paced it is and that area right in the beginning after the
walljump section was ruthless. Also I had to minimize it and it sent me
back to the main menu.
Thank you! ^.^
The resolution is based on GBA resolution, and I kept the camera pretty basic. I may implement a "look" key, so you can look a little ways ahead or add a "pan the level" scene on level start, but have not decided on that yet.
I have died myself many times in that same section, I may be kind of a jerk when it comes to level design, but I have no plans to change it (I do plan to add more levels, however, and one of them will be just before that one and a little less mean to better ease into it).
I have no idea why minimizing it is doing that for you. Trying all manner of window resizing on my end works fine so I'm not sure how to fix that. =/
This was a cute, little adventure. Bun's expression while holding onto a ledge is adorable and I loved her swimming sprite. I saw you address the spike visibility issue already in your posts so I cannot say much on that.
I suppose I wish this was just a little bit longer because I think something truly fun could come out of this given time, love and care. I hated the controls until I was able to finally bind to a controller. From then on it was very responsive and I never felt like a death was because of the controls themselves but because of my own inattentiveness.
I hope you have the desire to polish this up a bit more, even if it is only on the side. Animations to the large threats (water spout head, snake, worm) would go a long way to breathing even more life into this little gem.
Thank you so much. ^.^
I'm glad the controls felt responsive with the controller, my own controller has been on the fritz so I haven't been able to test anything with it.
I do plan to make it longer, there will be a few more levels when it's finally "finished", with different obstacles and possibly another tileset. This is my main project until it's finished, so I'll be putting as much love as I can into it. I wanted to get everything working before digging too much into animations, as those can take quite a bit of time and I have a tendency to obsess over them.
Very cute artstyle, really digging the "playable" menu. Overall easy controls to grasp when firing it up for the first time. Short, but long enough to get the idea of it.
Only real complaint that I got was that the spikes and some of the other deadly stuff out on the map didn't pop out of the environment enough. Sometimes I would die from simply not noticing that I'm actually approaching spikes/etc.
Also, I think I got the sad/bad ending
Thank you! It will have a few more levels to get through when finished. ^.^
I'll work on the spikes, it seems a common complaint. I'll see what I can do to make them pop out more.
That is the only ending, actually. I may add in a second little scene though, to lighten it up so it's not so sad.
Aww, this was cute!
The levels felt very natural and dying didn't become as frustrating as it could be with the little sfx and simple but effective sprites. The pixel art is adorable. I only wished there was just a bit more to play through.
(Do you happen to have a tumblr blog by chance?)
Aw, thank you! ^.-
There will be more when it's finished. This was just to see if I could remake the first one, better, before trying to add more to it.
(Here ya go )
I loved the song. But the controls were hell on my hands. Or should I say hand, as you use ASD and Space. But the music was really good, and I liked the progression of the levels to the end.
There's a little controller icon bouncing around in the Title Screen, if you press "S" while touching that it'll take you to a Controls Screen where you can remap the keys (need to use the mouse to select the keys at the moment, but that will change).
Ah okay, it'd help more if the title screen had more clearly defined directions.
Spikes are too hard to see, stones that falls from outside of screen are not fun.
I found the waterfalls a bit annoying, would suggest reducing their effects but maybe it is just me.
Game window is very small in the beginning and it is kinda hard to make it full screen without being able to see your mouse.
Other than these problems, it was fun! I will be looking forward for you to add more content.
One bug I noticed: sometimes your character sticks to walls. I don't think this is intentional, right?
Thank you for the feedback. ^.-
I'll consider reducing the waterfalls push a bit.
I am sorry about the Game Window, I'm going for GBA resolution so things are a little small. There is a little screen icon on the Title Screen that will increase the resolution each time you interact with it (press whatever you map for "Down" while standing under it).
I'll work on making these things a little easier to figure out.
Glad you had fun despite the issues!
For the bug; Did she stick to a sheer wall or a ledge? She does grab ledges, and I've had a few people tell me that's a bug. When it's not, it is intentional.
>For the bug; Did she stick to a sheer wall or a ledge? She does grab
ledges, and I've had a few people tell me that's a bug. When it's not,
it is intentional.
Oh, my bad. She is grabbing the ledges, I thought it was a bug
Nice demo overall, great art and nice sound, gameplay needs tightening up, in my opinion. Environmental threats are not apparent, even the red spikes are too muted to be noticed sometimes. Walljump is really weak (it's even in the gif on this page) and you can grab ledges for some reason, but the window for it is so tiny it happens by accident rather than when you want it too.
The snake hitboxes are really weird, i think the tongue can kill you, even though you should be safe when standing on the platform. The breaking floor timing was too tight for my taste, you can add just a little bit more for grampa videogame players like me.
Oh, and the starting menu shook like crazy for me, not sure why, since the gif on the page is not showing any of that.
Oh and i had to jump over the "NEW GAME" tile, since it blocked walking. Main Menu is working real weird for me, huh.
Thank you. ^.-
The reason for the ledge grab is an extra chance to catch yourself when falling. I'll look into the ledge grab window though.
You're not safe anywhere around the snakes. That's intentional. Platforms wont keep you safe. Keep jumping. Don't touch the snakes. (it's really just supposed to be the teeth, I'll check their hitboxes, something might be screwy there)
The start menu shouldn't shake that much, so I'll try to find out why it would shake more for you.
You're supposed to press the "action" button on the "New Game" icon (whatever you have mapped for "Down"), which causes the letters "ESCAPE" to fall and Bun to hop down to the first area.
Very cute and fluid animations for the MC. The snakes, centipedes, and water spouts should probably cause some screenshake. I wasn't able to remap my controls in the remap screen (arrow keys would've felt better imo for movement). I wasn't able to use an xbox360 controller to do anything but exit the game when next to the exit door. Overall a great start!
I'll look into a little screenshake for those, might be neat.
The remap screen didn't work for you? That's odd. I'll check it out. It's all mouse controlled right now, in the menus, but I'm planning to change that as soon as I work out how. For the controller, you'll have to remap the buttons to the controller to use it. I'm working out how to change that though, as it was supposed to allow keyboard and controller defaults but something's clearly gone wrong there.