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Hey there! And first up sorry for not replying sooner. I don't check back on itch.io very often, because... well, I don't get much activity here in the first place. YouTube, Twitter and Discord are the best places to ask questions and leave comments.


I'm genuinely a little surprised anyone who liked the first game wouldn't like this one, considering how intentionally similar the base gameplay and structure are and how much more polished the art and controls are. To address the two main points you mentioned, though:


 Enemies only giving points the first time they die is, in fact, an anti-farming method, and it's not theoretical or pre-emptive either. It was a change recommended by a beta tester who was already death farming points. The best thing I can recommend is honestly just playing through the game, not taking the low ranks you get "personally," and coming back to grind out higher ranks when you're done with everything else. They're MEANT to be very hard, and nothing at all important will be locked behind them. Collect as many of the black gems as you can and you're good as gold for the postgame this time around.


The dodge... now THAT'S a complicated one. It's actually been buffed AND nerfed, in recent closed beta builds. It's now faster and covers more ground than ever, on top of gaining a zero-gravity effect... BUT, it's also had its invincibility frames removed. This's been a controversial change, but while designing some later bosses I realized I didn't like how overcentralizing a universal instant iframe button is. It made a lot of enemy movement and projectile patterns feel like they just don't matter at all, because you didn't need to physically avoid anything or manage your movement much. Not sure if that sounds better or worse to you, but if the snappy speed burst was the part you really missed, that might be an improvement?

Thankyou for taking the time reply and explain, and I do agree with your philosphy of not having the dodge to be the prioritiezed way of evading damage, its used to oftent in games where you can practically just move away from the attack rather than pressing a button to evade it at the right time. Personally regarding the ranking system, I cant just ignore it man, If I dont at least get a B or an A Im not satisfied necessary or not, but  overall looking back maybe I judged this game rather too quickly, I feel as though the hardships of the best games is always having to get into grips with the things that make it special. I'll give this another go.

You know, that last question is a trap; if you say you liked the snappy speed burst, that's all well and good, it was also good in Silksong. But if you basically say you want to phase through everything rather than understand how the attacks work and maneuver around them, he's going to say "git gud", albeit in a much more polite manner.

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Removing I-frame dodges is controversial? I'd like to know who else is complaining about something so obvious. But the fact you precisely explained the problem with giving players the power to make the character temporarily phase out of reality makes me think you are, like REALLY good. Also, can we play as Roxy again?