Play game
Meowstery of a Growing Aurora (Demo)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art / Graphics | #46 | 3.753 | 4.333 |
Sound/Music | #63 | 2.598 | 3.000 |
Overall Fun | #74 | 2.021 | 2.333 |
Controls / UI | #77 | 1.732 | 2.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating #2
For adults
Leave a comment
Log in with itch.io to leave a comment.
Comments
Welcome to FBQ, I'm one of the co-host Mayshing handling Streamer content.
Here's Hythrain's playthru of your game.
1:39:25 Meowstery of a Growing Aurora (Demo)
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
I had high hopes for this one when I saw the title screen. I love pixel art games, and there was a lot of work that went into the look of this. While there was a lot I liked, there were some issues going on that I feel should be addressed.
1. The talking mid-game can be a lot. And not in terms of the quantity of words but the quantity of dialogue balloons. Using a smaller font should allow you to put more in each dialogue balloon and cut it down. That said, a pass for reducing text while in the middle of a stage would be a good idea.
2. While I understand the use of the mouse, I'm going to say right now that you should remove the mouse cursor controlling where you face. This is, hands down, detrimental for the type of gameplay you're going for. You can still keep it for throwing potions, but it should not dictate what way you face at all times. The reason why has to do with jumping: if you're jumping up multiple ledges on opposite sides, you have to move the mouse every single time. On top of this, if you're wall jumping then you need to do this as well. This can get VERY frustrating.
3. There is a lot of jank when it comes to melee attacking enemies. Sometimes I'm able to get a full attack combo off easily before the enemy can attack, and sometimes I'm doing 2 or 3 combos because most of the attacks are missing. This gets especially bad when you're jumping, as the straight down attack can cause you to miss the enemy you're aiming for.
4. That zoom in on the first stage was weird. Not sure why it does that.
5. Is there a purpose to killing enemies? Given the jank from fighting, it feels like I'd be better off just skipping fights. Given the player's movement speed and the fact that they get a boost in speed while jumping, this is certainly possible to do.
I think that's all I got for now. I hope to see more from ya in the future! :D
Hi Hythrain. Thanks for taking a look at my game, and sharing your thoughts on some of the functionality.
I'd love to improve the game as much as I possibly can, so please send me a link to the VOD so I can see some of the issues you've experienced in play, so I can patch them out and make the game better.
The mouse-to-face-direction thing is fair, and I have it working when the user uses a controller, that the right stick doesn't dictate where you're facing (unless you're holding it in a specific direction); so I'll try to use that logic for mouse as well; I didn't think it would be an issue because I move the mouse a lot, especially when moving a character, but I recognize that I'm not all players xD
Honestly not sure why attacks are not being registered by the enemies, I thought I had the range set very generously, so hopefully I'll be able to see it in the VOD, 'cause that is a huge issue that I'd like to resolve.
Beating (most of) the enemies isn't mandatory they're obstacles for players to solve, so running away or skipping fights is a valid option; especially in the demo, where the only mandatory enemy is the Temple Boss at the end of the demo.
As for the dialogue, I'll try to trim it a little bit. The first level is pretty heavy with it due to tutorialization (especially for the potion explanations), and that is a problem that I know I need to figure out.
Again, thanks for playing the game, and please drop the VOD URL once you've posted it, so I can check it out and fix the issues you've been experiencing!