I meant the charges for each element when it's not in use.
Viewing post in Ginger Snap: Islands of Rot - Demo comments
I tried to take notes about what tweaks I felt could help the game, some of these are subjective but things like coyote time are must-haves.
ice rock is fun rock rock is fun fire is fun but needs bigger bullets lemon is fun fire rock is too limited, needs more charges and abilities fire fire is OP but needs more static projectiles, think suns instead of fire rocks.w lemon ice is good for bossfights and not much else ice fire needs to add momentum rock is boring lemon is neat but needs more damage lemon lemon is fun but needs to turn off collision, think katana slash rock golf needs to have changeable direction enemy stun sometimes doesnt activate invincibility frames camera sens needs to be maintained and have a higher default level 2 was very fun and challenging, but this isn't to say classic level design in 1 3's open ended design was more enjoyable than 1, especially the second area (even though it's a bit more confusing) you should be able to collect more charges of the same element each element needs more uses level ranks are a bit too hard to get ice spawns too frequently recharge orbs need to recharge more level 3 boss is too slow and has too little hp, HP bar coyote time no heals within carrot cake, restart button cant restart
Good notes on the abilities. I appreciate all comments and opinions. Even if I'm not agreeing with one.
The camera sensitivity IS maintained in the full game. It's just how I have the demo working that messes with that. Sorry!
The comments on the levels are VERY appreciated! I'm never sure if the placement or the layouts are fun to other people! I like them, but I also made them! I have NO idea if I'm any good at level design!
Was Level 2 being an arena too early? I've heard from others that it's very hard for being a second level. (The full game is non-linear and you can just go to another island to upgrade, but first impressions still matter!)
Glad to hear you enjoyed level 3! I always wonder if there's too much empty space. I've been working on adding more to it and condensing it. Was the tower helpful to make sense of the second section? The idea is to be able to climb up and see where 3 of the 5 (and a trail to another) keys are. It used to be the first level. But I found that was offputting to new players, hence the new linear 1-1. I *love* nonlinear things so I tend towards that kind of design, but you gotta onboard folks before you try to sell them on a game I guess.
Ice spawning too often is a very interesting thing. Would you say the resources overall were balanced? Too little? Too much?
Yeah, the ability point pickups kinda suck at the moment. I agree that they should give more than one point.
And yeah, I want level ranks to be VERY hard to get.
Sorry about the button not working. Was the start button still working, then? Was it only the clickable button?
Thank you so much!
Level 2 wasn't as hard as much as it took a bit to adjust to, also the camera is too close so enemies can sneak up on you.
Level 3 was really busy, I think segmenting it into different themed areas could help with telling if a key is in a radius or not, also I hadn't noticed the door until I got three keys (gamers never look up)
The ice spawned too much especially with the boss, I found fire and rock were the least likely to spawn for some reason.
I never figured out what was the start button.
I like that suggestion with level 3. I could color code it or something. Give more landmarks so the player knows "I'm in this area."
Interesting! When there is a randomly selected element, all of them have an equal chance. BUT certain enemies always have a certain element. The flying star anise enemies = ice. Dogs = fire. Frogs = electric. Giant cracker guy = earth. Enemy placement could be affecting how you feel about the elements. And there are some guaranteed places of each element. But I thought I had those *mostly* balanced?
Oh yeah, you were playing on keyboard and mouse, weren't you? I have an image of the control mappings in the comments, but I'm not sure if that will work. Sorry! I will correct it! I mostly use controller!
