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It feels like cheating to use my RMB ability to boost my speed but remain on the ground to make it not drain energy. The attack felt very heavy and like it killed a lot of momentum which seemed antithetical to the identity of the character. I'm not a fan of the exploding enemies. I don't mind them here and there, but you never get to experience charging anything and getting in to some fast paced close ranged combat. It feels like such a great system to just dive in without thinking and revel in the chaos of combat but the way it is now you have to be cautions and meticulous about the approach. It's like speed is your greatest strength but get punished for using it. 

Of course not everyone will feel the same and this is just my opinion. I'm super critical of these things because I actually think this game could be really awesome. The game's mechanics felt reminiscent of the levels in sonic3 where you got to fly through levels on spinning tops. Absolutely the most interesting character I've come across so far. I'm ready to see how the story develops and how this world gets built. It's not easy working within the time constraints and sound effects were missing, but It was a good choice to at least get the music in. The haunting vibes through the level gave the heavy boss-fight riff more impact. I say riff because a 10second non-looping loop can get a bit repetitive but it was probably the best choice to convey what the overall vision is. That vision is epic. Fantastic job. 

WOW, thanks for the in-depth feedback!

The ground boost not costing energy is intentional, i did not want to "punish" the players for skidding around. 

Yeah i get the momentum killing vibes of the attacks, tinkering with a way to kinda make you semi-orbit the enemies you are attacking, since i dont want to just slide the players past the point of the attack.

I also get the dislike of the exploding enemies, i was planning on enemies you can go ham on, but time constraints. I might add 'em now tho, but then i would probably make getting to them a part of the challenge. Right now i was aiming more at a"float like a butterfly, sting like a bee" approach. A make sure your attack counts kind of deal. But i can see that it can be improved upon.

I wholeheartedly welcome critical thoughts, they show that my little jam entry got a reaction strong enough outta people, so thanks for that.

You mean marble garden zone? Yeah that one mechanic may have left too much of an impression on me. Sure as hell did not have that in mind while scripting, but seems i always have it in my soul. lol

I kinda got a vision for the whole of it all, so i will do my best the bring out the best from this project moving forward!

Once again thanks for the feedback!

Yeah! Marble Garden zone! I couldn't think of the name. I got a flashback of it when an attack hit me while I was zooming around. The knockback felt very similar to getting hit in sonic games. I practically heard my rings spill all over the place.

Glad to know that I wasn't doing something unintended. Perhaps some audio or visual feedback would enhance the perception that flying vs skidding are two separate things. Like tone down the effect while on the ground and ramp up the sound (when it eventually gets implemented) when in the air. 

It's always nice to have something to go ham on every now and then. When difficulty progresses along side the player's growth, it's nice to have a reminder of how much you've improved. Even if there isn't a challenge to it, It still might be an important element in connecting with the story. 

Sliding past the point of attack would feel kind of cheap. Perhaps some kind of recoil that the player bounces off when the attack is released instead of making the effect felt when the attack begins. It might convey a level of power while preserving momentum even if that momentum is redirected. 

Like you said though, You've got this vision and you have to decide what fits and what doesn't. Don't let my, or anyone on else's critiques or opinions derail that. Follow the fun. Stick to the vision. I really think you've got the makings of something memorable here.