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(+1)

Been following this for a bit on FA and thought the first build was pretty great. It looks like everyone else has already touched on most of these topics, but I'll reiterate over them anyways.

  • Player movement was predictable and wonderfully smooth. Seriously, no complaints here. 
  • The combat definitely has a good base, but enemy movements and attack patterns make the game a little too easy, especially with the knock back. Beyond the boss, every enemy could be defeated by mashing the attack button. Giving enemies a way to respond to player attacks would help create more engaging combat.
  • There's currently no incentive to fight the non-boss enemies, and also easy to get around them. After the first encounter or two of a given species, I found myself skipping battles frequently since walking past enemies took less time than fighting. Given how early on things are, I'm sure this will get addressed later on though.

Onto more suggestion like feedback...

  • One tap escape from grapples makes them seem a little pointless. I think it would be better if you took normal damage until an attack incapacitates the player.  Or perhaps require several button presses to escape, and maybe let the player get devoured if they don't escape in time, making escaping even harder or completely preventing it.

I wasn't going to mention bugs since I played on a non-target OS (MacOS via Crossover) which can cause bugs not actually present in the game, but I'll drop them just in case.

  • In sandbox, if you respawn after the harpy files off, the harpy sprite remains hidden until defeated. The harpy can still attack and grapple the player when its sprite is hidden.
  • Sometimes after breaking free from a grapple, you can stand where the enemy is and become unreachable by the enemy. The enemy will rapidly switch which direction it's looking, but will not move away.

Great job so far, can't wait to see where this goes!

Thank you!

player combat and enemy behavior are the two biggest things for me to address right now, but I am working on changing them so that they make a little more sense. This area in particular is also intended to have really easy enemies, since it's kind of a tutorial area meant to teach about other mechanics like switches, locks and backtracking over combat. Enemies going forward should be more difficult, ideally similar to the Warden in engagement with less damage and health.

Others have mentioned the struggle damage thing, which will probably be getting a rework. The intent was to make it so that it keeps the player on their toes about breaking out of grabs, but it doesn't work very well when it's in intervals. The current plan is to change it do a steady damage rate so that it can chip away at your health if you're not careful about quick breaks. Aside from that, it's the one-tap break just because I like the 3-strikes-you're-out method that Packedrat did, but wanted to give enemies varied damage.

Enemies will start dropping energy and money on defeat once those are implemented, which should hopefully create more of a reason to fight or flee, especially if a harder enemy drops more.

Both of those bugs are something that I'm aware of, so you're emulation otherwise seems like it should be working fine.