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A jam submission

Evening ParadiseView game page

Submitted by Evilous — 2 days, 21 hours before the deadline
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Evening Paradise's itch.io page

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Comments

(+1)

Aesthetic is weird, but in a good way. Jump felt a bit off to be honest. 

Game is on the hard side, but was neat.

Thanks for the demo, good luck on the game!

Submitted(+1)

this is some weird shit, i like it

overall i think the jumping is a bit clunky, especially when attacking while jumping just shoots you to the ground

Developer

Other people complained about the jumping and the gravity change when firing a fireball was supposed to  make it so the player couldn't jump and would be more venerable when shooting. Mainly to add some strategy. Doesn't seem to have worked that well, so when I make a sequel I will change it up.

Thanks for playing the game and for the feedback. I'm happy you enjoyed it.

Submitted(+1)

Not going to lie, I struggled a good bit on this one.  Something about having to prep the fireball and click again to fire tripped me up.  I think part of the reason is that the game is relatively fast paced, and having to prep the fireball first was more of a hinderance than a strategic benefit. Also, when I tried to reverse the fireball while it was in flight, the graphic flipped but the direction remained constant.  I think I would have enjoyed it a lot more if there was an option to fire the fireball immediately, without any prep involved.

The only other criticism I'd have is that the jumping felt really floaty, but that might have just been a design decision given how much stuff you're trying to avoid.

The one hit kill felt punishing, but that can work if you have smaller levels. Unfortunately I didn't progress far enough to find out.

Developer(+1)

>Something about having to prep the fireball and click again to fire tripped me up.

Other people said this, so I think it's something that needs to be changed. I never had the fireball graphics glitch happen to me, so I will have to try that out. I do want this to become something bigger later one and I'll add an HP bar so it isn't a one hit kill in the sequel. The jumping was floaty to make it easier to get to certain platforms and to dodge certain enemies, but that could have been fixed with better level design.

Thanks for the feedback, I'll take note of it and the sequel will have the requested improvements.

Submitted(+1)

I like the concept of being able to change direction of fireballs mid air! I don't think it needs to be a mouse click though, make it a keyboard button. And I would keep two separate buttons -- one for placing fireballs, one for using them. play around a bit with making the fireballs move in 2d space, maybe using the mouse. I could see some fine sniping-behind-corners mechanics with the fireball.

I think the difficulty is really high as well. I would add a health system, 1 hit kills are punishing.

Side note on music -- if you plan to make the music for the game, I recommend a few reading resources: The complete idiot guide's to music theory, and the complete idiots guide to music composition. If you understand a bit about scales, chord structure, you can use any DAW to make solid music by sticking to basic chords and basic movements on the major scale. I knew very little about music, those books taught me a lot to make passable music.

Developer

I will say that I rushed the music, expect for the credits song. The credits song was something I made before this for something not related to gamedev while I made the other tracks in a very short amount of time. I'll read up more on good melodies to use for future music.

I think having two keys for fireballs would be a great idea. Maybe a key to shoot the fireballs in the direction of the cursor and fireballs stop when not holding down a key. Maybe having something for HP to allow for multiple hits for the player and enemies outside of the boss would work well. I have to consider a bunch of things if I do make a sequel to this.

Thanks for the feedback.

(+1)

- Man, the difficulty is really punishing here haha. Not necessarily a bad thing, but with this level of difficulty, every single thing has to be extremely clear and deliberate. For instance, when I jumped into the path of an enemy projectile and died, that's fair. That's my fault. When I fell down and landed on something I couldn't see that killed me, that doesn't feel good, just a bit frustrating.

- I like the look of the game, I think you have a cool style going on. 

- Not sure I like the fireball system you have. It almost seems like more of a puzzle mechanic in the middle of an action game. When I was turning the fireballs around, I never really meant to, I was just navigating around and trying to shoot a fireball the other direction. Not quite sure why I have to click twice to launch the fireball. It lead to me just clicking wildly, there was no reason not to just shoot as many as I could as quickly as possible.

Keep polishing the core systems up and I think you could have a pretty nice little difficult platformer.

Developer(+1)

It's something I made in a couple of days to get back into gamedev. I agree I should have playtested more with stuff like this, especially with killing enemies in different order than I usually do or not killing enemies at times. It's stuff I have to test with level design in general. I spent most of the time on making the art, it's something I have struggled with past games, and I liked how it came out. It's stuff that comes with practice. With the fireballs, I didn't want it to be normal and to be something unique or at least different. It's something I was testing out. The fireballs not going immediately is because I wanted to try out traps you can lure enemies into, so it would be an extra dynamic for players. If more people don't like it, I'll rework it if I make a sequel. I didn't think of adding check points with the game only being one level with a boss, if I make a sequel there will be some checkpoints. 

Thanks for the constructive feedback. I'll definitely take note of it for the future.