Overall thoughts
i'm mixed. i love the art, the mood, the aestetic and music. But if this is a gameplay-first experience imo it needs a lot of work
played with xinput pad
played oh mah gawd justin wong mode
Imo it has a lot of potential, but players will throw the controller out very very fast. dunno how your "easy" mode is easy, and if solves my problems written below.
imo though, as this stands (wong mode) dosent seem an "hard but fair experiance for lvl.40 wizards", but just badly designed. you dont have much content so you stretch by making your players die in three hit. I get it. imo that kind of thinking is not something you should have ever, but expecially while testing.
Random notes
- "press start" screen (i could not even read the word at first lmao). You dont go forward by pressing start, but A. double lmao if this is intentional.
- in the first room, i interacted with neet chad by pressing up on d-pad, i also jumped on the same time and was stuck in mid air for the whole conversation
- neet chad's beard seems more peanut butter spread on his face. i'm a pixelshitter, but it's probably the symmetric highlight that made me see it as a liquid and not as hair
- walking is super slow for no reason, i really dont like it. since dash has not cd you wanna always dash. since you lose hp with time, walking is always a losing move. if you need a slow walk only to better postion and survive tricky jumps, imo rework it. this is a combat experience no?
- dash input in the tutorial screen seemed a combo, add something to make players see at glance that those are two alternative inputs for the same action
- also, putting a dummy near the tooltip for the dash is quite useless and confusing. it doesent make me think that you need to use the dash to pass that gap
- really like music, and that little animation when you change scenes
- while using sword stance (nice yamazaki reference) i got a crash:
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_actor_parent:
Variable oPlayer.bs_recovery(104915, -2147483648) not set before reading it.
at gml_Script_anon@3074@pState_sword_stance@pState_sword_stance
############################################################################################
gml_Script_anon@3074@pState_sword_stance@pState_sword_stance (line -1)
gml_Script_anon@177@StateMachine@State_machine
gml_Script_anon@1843@pState_sword_stance@pState_sword_stance
gml_Script_anon@353@StateMachine@State_machine
gml_Object_obj_actor_parent_Step_0
gml_Object_oPlayer_Step_0 (line -1)
- the special sword + gun tutorial dosent tell you how to exit those modes; the gated encounter of that tutorial room is ver hard for no reason. Since entering special mode and shooting/swording is a long procress, the hardship of that encounter is just a timed race to hit something before you get hit by a bullet. not fun, and not an interesting tutorial
- classic melee combat is assigned X Y for punches (Y strong); A B for kicks (B strong). you swapped contorls that are the same everywhere for no reason
- in the first real enemy encounter you place one enemy, and 1m after a stack of three. a first solo encounter is good to ck the moves ai etc; but the second needs to be more spread out. also if by putting three big enemies with aoe dmg in an enclosed space you wanna tell people that they can skip non-gated encoutners; imo that's very bad tutorialization. also you have for granted that people will dodge that aoe wind atk by jumping, so you put a low cieling; but you only give that opportunity for a player in the first enemy of that stage
- in the first gated encounter of that level (two pits on the side, and 2 enemies with signposts), the far right enemy shooter can be awaken if we get too close. that for sure is not intended, and if by chance it was intented imo it's a challenge for later levels
- overall i dont like that enemies kill you with three hit
- i dont think is "good design" to have infinite air dashes
- if you "are dyng" and life paticles ae coming to you, they should save you, and not not-heal your dead body
- in the last gated encounter of that level, second wave enemies spawn with a great deleay and you can die by "waiting". worst feel ever.
- i like that you can duck under the big puncher enemy, imo it should be introduced before the signpost enemy; not after
- problem with big puncher. since you can always dash behind him, and you can't attack while crouched (you are also vulnerable to aoe signpost wind atk), ducking is very rarely a smart move. i like the design of it, but imo you upgraded the movement too much, and made this solution almost obsolete
- i overall understand why big jump with LT is there (is the same action as quick crouch jump?), but your movement is on RT; your special atks are on LT. putting a movement move on LT is a "mistake"