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The falling leaves and background give me a peaceful feeling that contrasts with the combat system (peacefulness vs. fast-paced action) — I really like that. You have the visuals. The gameplay is there too. I think what Preece said would be very helpful. The basic mechanics are what will make or break your game — focus on them. I struggle with that too, I know how hard it is to find the best values, but it is the core of what you're making. I would add that dashing is OP atm, especially because you can dash indefinitely on walls, which kills the wall jump technique.
Also, I couldn't find it (sorry if there's one), but I think a reset key would help you. I had to close and reopen the application because I kept climbing walls I shouldn't, jumping outside of the game view. I think it's a handy feature, and you can remove it in later stages of development.
In conclusion: really liked it; wanna see more!
Great start! Your art assets have a lot of character, and I like the colors. Concept and world seems fun and interesting. Control and movement definitely need some work. Moving around is disorienting. The controls don't feel reliable, I often don't jump when I hit the button, or move in a way that I did not intend. I suspect the player is moving much too fast, but this depends on the gameplay to a degree. Consider a 16:9 aspect ratio. When you jump, you go rocketing up into the air. Little trick to prevent this while keeping things from getting too floaty: lower the global gravity and the jump velocity, then increase the players specific gravity while they are falling. The early Mario games did this.
I think you have a knack for interesting concepts; the player character, the gun, and the cat wizard are all good. With more polish to the movement, to the point where is it a joy to simply run and jump around, I think you'll really have something here. Keep it up!
Glad to see you back! Movement definitely needs a little acceleration