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(2 edits) (+1)

Hi.

Viewing this while at work and yeah, that game crash is more frequent than I thought. I will fix this ASAP when I get home.
I'm terribly sorry.

I'm just going to completely remove that enemy type that's causing that bug at this point.
EDIT: I have fixed the issue.

(+1)

Here you go
(1 edit)

Thank you for playing!

I should explain, this game is meant to be like Castlevania games such as Symphony of the Night, Dawn of Sorrow, etc. Rules like enemies responding after leaving a room or being able to cancel attacks with dodge are a part of it and I won't change it. (I also don't really know how to make enemies stay dead after leaving the frame in Clickteam Fusion...) I also don't think Castlevania has ledge forgiveness, but I will need to check to make sure if that is a thing or not in the games. I hope to be able to explain all the moves without using text or graphics. 

Older games you were able to figure it out by just messing around or with intuitive level design. Granted, this area is a bit further in the game and not the intro to the game.

Sliding downhill will be a double tap I think to fix the crouch on slopes.

So, the controller only works if it's plugged in before launching the app (having it read for new controllers while running the game is making the game lag for some reason). This was tested only with an Xbox controller though, so I don't know how well it works with other controllers. It is VERY MUCH basic at this moment and still plenty to figure out but the demand for it was just so high I had to take the plunge.

Adding controller support has broken a ton of the consistency to inputs. It's just Clickteam Fusion being dumb and I will have to find alternate methods than the one I have right now. The input for backdashing/dodge for example was always instant before adding controller support. Things also like automatically jumping during walljumps while holding jump is because I don't have a flag reading if the button is held so that will be added. More than likely though I will just have to redo it all.

Map will be added to the upper right if I can figure out how to consistently do it. If I don't know how, you will always find it in the equipment menu screen. It works in the Abandoned Mansion.

I'm removing the projectile and reworking it completely. I honestly hate it, it's a thing from the very first build I tried to keep but it's just bad in general. I'm stuck trying to keep it making sense in the world but I know functionality first before making sense of it.

You passed a save point when you were in the tower section with the (not)medusa heads. Any room that gives off a white glow in the entrance is a room with a save point. That previous room is a fast travel room that I should of blocked off for this demo.

Again, thank you for playing and taking the time to record. The video footage is great to see how people approach different things and how they feel about it. I can see why it takes literally months and months for game developers to playtest everything.

"I should explain, this game is meant to be like Castlevania games such as Symphony of the Night, Dawn of Sorrow, etc. Rules like enemies responding after leaving a room or being able to cancel attacks with dodge are a part of it and I won't change it. ... I also don't think Castlevania has ledge forgiveness, but I will need to check to make sure if that is a thing or not in the games."

Indeed, I've played SotN, and a couple of the GBA Castlevanias. The influence is obvious, and it's great! The game already feels super authentic to its inspiration without being completely identical (I love the Megaman X-style wall jumping). That being said, I must express that I hate this way of thinking. I don't think anything should be done in game dev purely for the reason of "that's the way games in the past did it," particularly when you have clear options to improve upon it in front of you. Of course, my suggestion was only my opinion about it, and you will (rightly) make it the way you want it to be. 

For whatever it's worth, I contributed to this project a while back: https://arikado.itch.io/clarent-demo

I've tried using an Xbox 360 gamepad and even when connecting it prior to launching the game haven't been able to get anything out of it. Once you have proper gamepad support and have worked out all the input issues though I'll be looking forward to trying this again. It already seems like a lot of fun, just the controls are killing me currently. 

By the way, a good way to make sure the player doesn't miss a save point is to force them to go into it. This would be an especially good idea to do with the game's first one.

Further investigation, controller seems to work on my end though it is wired and the buttons changed to something I did not set them out to be (pushing down on the R control stick opens the menu like what the heck no). Will have to see how else people do it at this rate. I need to make a system that is able to just recognize any controller.

Yeah, definite note for the save point.