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(+1)

Thanks for playing and for the extensive feedback. 

Some things I agree with and some things I don't, but I wrote a few things down on the design doc and I'll respond here as well. 

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.

I wouldn't post something like this as a Steam demo. However; I will build a game that I have fun playing first, and scale it down properly after that. Until then it will be "Wong mode" and whatever concessions I can quickly cobble together for the "easy" mode. You are still welcome to criticize the game for what it is and I always appreciate it. I'll just have to figure out what feedback is actionable. And to be fair I'm at a point with content where the agenda for the next DD could be dedicated difficulty modes.

Tutorialization will likely remain bad for longer and I should probably just include a "How to Play" wall of text in the pause menu until the game is mostly built and the mechanics are locked in place.

Also I didn't "stretch" anything. The "Wong mode" is already toned down in many ways (including enemy damage) from what the game was just a week before this DD.

> 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.

Yeah I agree. I'll stop health drain for those. The "easy" version has no passive health drain at all along with moves being cheaper.

>  if you "are dyng" and life paticles ae coming to you, they should save you, and not not-heal your dead body

I agree that it's annoying. I think I'll do a grey health system where if you run out of energy completely, you'll die in one hit until You build it all back. I could also buff and nerf some moves and add a cool shader while in that state. 

> 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.

I do feel like dashing is too strong and negates traditional footsies, but I also want to keep the walk speed slow and not add a cd to dash. I'll have to think about it.

> 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

Was not an arbitrary decision. I originally had that "standard" control scheme. I could setup the other one as a template at some point.

> overall i dont like that enemies kill you with three hit

I think I agree. At least I'll want to have more clearly weak enemies.

> i like that you can duck under the big puncher enemy, imo it should be introduced before the signpost enemy; not after

I had a better introductory enemy in the works, but it didn't make the cut. Would've made for easier enemy groups as well. And I try to keep the crouch relevant.

>(nice yamazaki reference)

Who?

>Also I didn't "stretch" anything. The "Wong mode" is already toned down in many ways (including enemy damage) from what the game was just a week before this DD.

but you say in the end of your reply that you agree that enemies killin you in three hits is bad. So i don't get what "tone down" means in this context. Overall for what i played this dosent seem a rage game, but an actual attempt at making a 2d beu: if this is the case having drain health and enemies that kill you with 3 hp is very drastic. you can tune this in multiple ways, from enemies dropping more health, adding some healing items drop etc. that's not the problem; my problem is if "that" is the first level, i don't wanna see what path of pain you will be making for the last level. And i am a beu/soul/stylish/nioh/big dick is back in town player. Moreover, for how punishing your game is, adding also a gameover + hard reset to the level like an arcade is really spiteful. that's also why i've written you streatched your content. also in testing phase imo give a bigger number of lives; if you were testing level balance and first time play with this build, imo your difficulty setting pov for what a player should expirience is completely out of wack.

>footsies

i can argue that "footsie" fights against your game design: if you want footise your gameplay is probably too fast. But this game needs to be fast because your health drains; and since wait and dodge it's a losing strategy, it's better to dash beyond any enemy that is not gated. And when you need health, you win by outmanuvering enemies by dashing on their backs and chain-stun them. in your current build "footsie" is not a good philosopy to follow. I'm basically playing megamen zero [melee edition]. if you say footises are well implemented and useful, i need to see how you play your game; because then the problem might not be footise on itself, but how you teached me how to survive in the tutoral.

>yamazaki

search yamazaki king of fighters; he has a counter move(tongue out); that pose it's very similar to one of your pg

GLfor your next build

(+1)

> GLfor your next build 

Thanks. Maybe it'll be more palatable next time. There's also a clip of my playthrough of the demo in the comment thread.


And I'll say this out of goodwill and respect:

>And i am a beu/soul/stylish/nioh/big dick is back in town player.

I cringed.

(1 edit)

>I cringed.

that was my design ò__ò

(but i also fucking know how to play an action game. holy fuck i'm also devving one)

ED: and fighters ò__o