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(+3)

I like this update, as it presents some pleasant changes. The difficulty for me in the prior release was rewarding to get through, though there were plenty of times that I felt a little unfairly overwhelmed by the upper level wisps (the Miasmas and the other, purple ones). With the added health, I am feeling thankfully less overpowered at my maximum level. Weak enemies often take two charged or aerial attacks now instead of one, which is plenty for me! lol 

With the new update to the upper level wisps, I feel the lingering hitbox issue is dealt with, though I cannot tell if at max level I am outmaneuvering them, or if the distance of their attack's dash has been shortened to be much shorter than the player's E dash. In the prior patch, it felt as if an E dash would be too short to escape their attacks, but now it's almost more than enough to avoid an attack. It seems as if there's a balance between two things: (1) the length that the attack hitbox lingers; and (2) the distance their attack dashes. I feel there may be a balance in between last patch and this patch, where the dash distance (#2) remains as long as it was in the prior patch, while the hitbox (#1) lingers as long as it does in the current patch, if not a split-second longer.  Fascinating how much of a difference these details make in enemy difficulty.

I have in the past thought that the charge attacks don't do enough damage compared to regular attacks, but it seems as if my opinion has changed the higher level I got and the heavier the crits hit with charged attacks compared to normal attacks. Great job with that!

The faster stamina recovery is much appreciated. Nice touch!

Trying out the Bandit class, I have noticed a slight movement quirk. For example, the only action you can do after a wall kick is an attack, and you can't influence your direction after the kick much, if at all. I have not taken the chance to use wall kicks in battle, yet, opting instead to just triple jump, turn around, dash, and then aerial attack with a shield cancel to maintain momentum upon landing.  If the reason for not being able to influence movement after a wall kick is that allowing influence may disorient players, then maybe a split-second lockout could allow players to regain their orientation while they are jumping up? These are just speculation, though, so take me with a grain of salt here...

Lastly, something that I think becomes a considerable hamper to movement is that any surface that acts like a steep hill shunts you too the ground to keep you from jumping off of them and potentially getting out of bounds. You've done a great job at preventing out of bounds glitches, in my experience, but this characteristic gets in the way during the boss battles. The sides of the platforms in the dungeon boss battles behave as steep hills, and often the player must back up while firing at the boss and its goons. This results in the player running into the wall, jumping to ascend to the raised platform, making contact with the side because their back is (for lack of a better phrase) up against the wall, and then being dragged down back to where they were,  with a brutal beat down ensuing until the player chooses to jump straight up before hitting a direction.    This whole scenario could be a major source of "too hard" claims, and a solution might be to just make it so that the sides of all platforms act like walls instead of "unclimbable hills." In other words, for any surface that is too steep for players to climb that isn't a wall, code them to behave like walls so that their movement is not interrupted by a "landing" response.


Regardless, way to go on this update. So much progress, and so much fun have been made with this game, which is something to be proud of!