I have just playtested the game. :)
Comments:
- The controls are QWERTY-based instead of layout-independent (which, here, causes my AZERTY a (very small) problem for the Z key). You are not alone in this wicked quirk. ;)
- Neat visuals, including character animation; well done. :)
- Sound would have helped getting a better sense of the action.
- I concur with ProfessorCornflakes on the game page, there is an error when losing; apparently, this is caused by the inexistence of the player object. I noticed once that by destroying a big red ennemy and only then dying because of his blue wave circles, I did not get the bug, so I think this might have to do with some (collision?) detection between the player and the enemies.
___________________________________________ ############################################################################################ ERROR in
action number 1
of Step Event0
for object obj_sword:
Unable to find any instance for object index '19' name 'obj_player'
at gml_Object_obj_sword_Step_0 ############################################################################################ gml_Object_obj_sword_Step_0 (line -1) - The levels are random too apparently, because I was treated with a different second scene for my second attempt. As I play, I realize there seems to be quite many levels! I wonder how many? :) The chests are also random (whether colour or sometimes existence).
- A bit difficult to know whether you inflict any damage to an enemy, as there does not seem to be any feedback, whether visual or auditive.
- I once had a bug where the hero would stay in the air without moving when I should have lost (while the rest of the action went on).
- It looks like that at least the ‘splashing water’ ability also does damage behind the hero, and also even somewhat far from him, so the collisions may sometimes be a bit generous. But nothing serious. ;)
- Level design is good! :) Except maybe for some spots where you are forced to fall without knowing if one of those black horizontal-moving enemies will be there, but there were few such places.
I even found at least one secret (hovering white chest above another!). - There are also enough different sorts of enemies, so that you have to learn their patterns and behave differently. The mix is balanced.
- It is not obvious knowing the practical difference between the various abilities; as a result, I just kept on spamming the special attack button. X)
- My biggest criticism would be the lack of originality: as I have already seen other games do (and I already thought the same then!), the only addition is some randomness for some items (there is also possibly the randomness for levels and chests, although this is even less linked to a die roll). It does not look like a game changer, in my opinion.
My global feeling about the game: the classic platform mechanics roll finely, with nicely filled random sceneries (both enemies and architecture). The looks are pretty (including the forest background, with the humongous trees); too bad there is no sound. I would also have appreciated a stronger theme-related twist.
A good game in itself, although I would have liked an end! Can you confirm the random levels repeat themselves indefinitely?
Nerdy question: what framework/engine did you use to create the game? :) Out of sheer curiosity.
PS: discard that question, I realize both the logo and title for the window reveal it is GameMaker. X) Silly me.
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