Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(5 edits)

Hey, I think one of us isn't fully understanding the other. I wasn't saying you should design the section to FORCE the player to use ice; I was saying that an obvious series of floating enemies that can't be jumped on would be a better way of subtly conveying your intentions, as opposed to a single enemy that CAN be jumped on and a platform that just barely can't be reached from bouncing on said enemy. In the second chandelier level, the second time the game requires ice for non-Matts without traversal powerups to reach a painting, you use one of those electrified black sphere enemies, and that's a much better clue than the ghost cat since, as I said, they can't be jumped on safely without freezing them, but the platform visibly can't be reached otherwise. All I'm asking is for a similar clue to be implemented in Hellfire Mountain.


Anyway, I've beaten the game and gotten all the keys, and to reiterate: I think the game is good overall; decent graphics, good humor, fun gameplay, solid level design, and the hints for missed keys are also just as helpful as I was hoping they'd be, even if said hints are a bit out of the way. I just have a few final points of feedback:


1) There's no cat claw powerup in Unstable Footing Underside, so the only way to get the key is to bring the power in from elsewhere. Once again, I feel the need to point out that all other worlds' keys can be gotten using the powers within each of their respective levels (and that this would be a non-issue if Inventory items could be used within levels--even if only at checkpoints). Also, I think you should add one more coin to the bottom of that coin trail that leads to the Underside's key.

2) I know now that the long whip was taken by the Rich Reaper, so I'm not sure what a good whip replacement would be for the Snow Queen or Dan Maku. However, I do think some of their patterns could use some clearer tells: when Mr. 44 is about to stomp, have it move upward for a split second, and likewise, right before the Rich Reaper dashes to the other side of the arena, have him move backwards for a split second. Also, instead of the Rich Reaper's melee attack appearing all at once, have each purple arc appear one after the other.

3) When a zombie is coming out of the ground, there should be some indication of this happening on the solid tile the zombie is coming out of, because the zombie itself appears behind the player and can result in a cheap hit in the dark levels.

4) The notes in the final world are well written, but I'd appreciate if they appeared in (or at least quickly moved to) a less-obtrusive part of the screen, such as the top or bottom--or better yet, have them appear as standard text boxes that pause the game until the player pushes a button.

5) You did a great job at introducing the shadow ghosts by having the player fall into that gap and having the shadow ghost float by above right afterward. Unfortunately, the first static level (with the gibberish name) does not do a good job of introducing the shadow hands because the ledge looks safe to fall off...right until you do so and crash face-first into the enemy you didn't see. My recommendation is to have the player fall down a one-tile-wide vertical shaft (so there's no room to move left or right), then have it drop the player into a left/right split path except the shadow claws are right there beside the player.

6) A couple more typos: in the ending, Matt says "a ethereal" instead of an ethereal, and one of Jason's lines mentions "asbesthos" (there's not supposed to be an h in asbestos).

7) Personally, I was disappointed that the keys only unlocked more playable characters instead of postgame levels, but I guess different players value different things.

8) The final boss's large downward laser should have a bit more warning since it covers almost the whole arena. Maybe, instead of just having her float there, have the laser instantly show up but expand slowly for the same amount of time she spends waiting in the game's current build. EDIT: For another clue, you could have the laser's slow expansion rate also slowly speed up.

9) Speaking of the final boss, I found the spinning sword weapon to be rather unreliable at destroying the boss's bullets, and I also found that the bomb weapon made it much more clear when the boss suddenly becomes invulnerable while still pretending to react to damage. Would you consider tweaking the boss's pattern so that the bullet spiral has more frequent but smaller gaps that can be slipped through without destroying any bullets, then swap the given weapon for the bomb and move the spinning sword to the world 6 or 7 boss?

10) Is there an alternate ending? If so, are there any in-game hints on how to get said alternate ending? I already got all the paintings and notes. 

EDIT: Couple more awkward phrases in the bestiary: Court Mage has "they did the correct choice" when the more natural way to phrase that is "they made the correct choice," and Water Balloon Girl has "water balloons is" instead of are. Oh, and Soul of Art says "it once were" instead of either "it once was" or, depending on what you were going for, "they once were."

(+1)

There's no alternate ending. When making the game I felt like adding a happy ending would ruin the weight of the story.

I don't want to replace the final boss' powerup, the boomerang sword is the strongest powerup in the game and logically that should be used for the highest point of escalation in the game (the final boss).

Noted down everything else. (A lot of the grammar mistakes are because I was legit a lot worse at english 6 years ago, I still mix up is/are occasionally because of my native language being plurality-agnostic so even thinking about verbs having alternate forms depending on target is an alien concept)

(3 edits)

Ah okay, so that means there's no postgame and the "true final boss" theme is unused, then? I was just curious.

Also, if the boomerang sword is supposed to be the strongest, you should look into rebalancing it because it dealt less damage per hit than the bomb. It could maybe have dealt more damage if a single sword-toss could hit the final boss more than once, but that doesn't happen. At best, I was only able to hit the final boss twice-at-once with the boomerang sword if I was suicidally-close enough, with the initial swing counting as a separate hit from the thrown-sword, but no matter how or where I threw it, the sword-projectile itself would never damage the final boss a second time until it returned and I threw another one. At the time, I assumed this was an intentional way to avoid cheesing the fight, and maybe it was, but you should know that it has the side effect of making the bomb the strongest powerup in the game.

And to top it off, the bomb also has a faster rate of attack since you can throw another one right when the previous bomb is done exploding.

Oh, and speaking of the boomerang sword, it'd be nice if pushing the attack button locked in the direction the player is facing until after the sword is thrown. That way, we can push the button and immediately run away from an enemy while still throwing the sword at said enemy.

EDIT: I thought of a way you could make the Teleporer Maze a bit less painful: make the process of teleportation itself faster. Right now, the player just kinda floats there for around half a second before being sent to the OUT machine; I'm sure you could speed that up by 2x or so.

(2 edits)

Just saw you published the update already, so I guess I was too late with my last comment. Oh well; thanks for hearing me out and addressing all of the other points I brought up.

Unfortunately, the old save files crash the new build, so I guess I'll wait a bit before double-checking what changed. I was curious how enemies' patterns changed on hard mode anyway, so it's not a huge issue for me personally.

I will say, I only just now realized that all of the characters have slightly different intros when starting a new game, which is a neat detail. However, they do have a typo we both missed: Sugar and Matt say "mr." when the m should be capitalized and a space should go after the period (and maybe also capitalize the b in "boss" since that's the name Sugar gave Lloyd). EDIT: Oh, and in the latest version, the dialogue font size seems to be different depending on who is chosen.

That's worrying, neither of those things are happening for me. Are you on the Linux or Windows version?

I have a theory the savefile issue could be because reading savefiles is using a RNG-dependent obfuscation algorithm and the underlying RNG library has been silently changed since the previous version of GM so old seeds don't work anymore (so it erroneously reads extremely long array lengths and the infinite loop being parsed as a crash). The font issue, I have no idea (all dialogue should use the same font, and it's only scaled up or down depending on window size).

Windows

(1 edit)

Hey, I'm not sure if you're still working on another small update to address the things I mentioned after v1.08 launched (such as the boomerang sword being weaker than the bomb, even if you're Paige who allegedly has stronger sword strength but still seems to deal the same damage to the final boss as everyone else), but I recently discovered one other small thing that should be tweaked: in Maha's difficulty options, the description for toggling additional platforms doesn't mention that you can add obstacles instead! You'd only know that's an option if you actually cycle through said options. I myself didn't realize that until right now, and the only thing that finally clued me in to its existence was seeing the red spikes in the level editor (I would have never known otherwise; even the "or dial them up" on the store page could just be referring to the stronger enemies toggle).

Also, when I asked for descriptions for the rocket and crystal powers, I meant in their Reinforcements level instead of the shop. I didn't realize the penguins' dialogue in those places was randomized until later, but I still think it would be beneficial to swap out one of the random-dialogue penguins in those two Reinforcements for one that tells you how their respective powers work.

...and speaking of the rocket power, you forgot to fix Sugar's missing shoes in those recolors as well:


P.S. Small typo on the store page: you wrote "an unique" twice instead of "a unique" ("an" is used when the word starts with a vowel sound, whereas unique is pronounced "you-nique" with a y-consonant sound, so you should use the word "a" instead).

(1 edit) (+1)

Part of why I consider the boomerang sword stronger than the bomb is that it has more utility (it can block bullets and isn't affected by gravity so it's possible to hit some things the bomb can't), and likewise Paige's "increased sword strength" is actually referring to her attack animations having a much larger hitbox than anyone else and not the damage output. But it shouldn't be too hard to just fudge the numbers a bit for both those cases since there's already support for dealing fractional damage.

(I fixed the text issues on the store page, including mentioning the "more spikes" modifier)

Wait, but then why does her description say "range and power" if it was always meant to be just range? Ah, I guess it's moot if you're gonna make it more powerful regardless.


Anyway, I noticed a couple more things and can hopefully get them in before the next update this time:

 - Yal's World 1 convo says "threadmill" (again, no h in treadmill). Also, the word "gym" is a noun, not a verb; it'd be more natural to say "work out" instead. (by the way, it looks like you didn't change "moment of surprise"; may I ask why?)

 - Seems like players can get stuck by Marble Tower's first painting if double-easy blocks are active and they fall from above without a sword or whip item (which is entirely possible if they end up with a fireball/float combo). Maybe save introducing the Balloon Cake until the next power-up block and put a whip or sword in that first one instead?


By the way, I remember you said you had an idea to make a collection/compilation of all current and future Daemon Detective Gaiden games, but I found an archive of the first game from 2014, and most of the levels in it got repurposed for this sequel. The main differences are 1) less HP, and 2) powers are locked to different characters, which is how I discovered that Marble Tower was originally designed so that the (first two) paintings could be collected with either the whip or the cat claw power, which I thought was a neat detail that got lost in the sequel (though besides that and the zoomed out camera, everything else about the sequel is a huge improvement).

What I'm trying to say is: in this hypothetical collection, would you make new levels to replace the near-duplicates, or would you expect players to effectively go through the same levels twice? 

(I didn't change it because apparently I forgot to put it on my to-do list, since I made sure to fix everything on it. It's there now though)

And yeah, not sure what I would do with the redundant levels. There's a bunch of unused ones that didn't make the cut (like the invisible blocks beach level) so going for a reimagning with all-new levels would probably be the best option, or touching them up with the new mechanics I added through the development of DDG2 (slopes aren't used a lot, for instance, pretty much only in Monument Valley and Snow Queen's Castle).

(1 edit)

Oh, and one more if you'll hear me out: one of the things the shopkeeper can say is "Jason's discounts is coming to town." This would make sense if "Jason's Discounts" is the name of the store (singular), in which case the d in discounts should be capitalized. However, if it's referring to the general discounts (plural) provided by Jason, "is" should be replaced with are.

...except the phrase is preceded by "When fighting crime has worn you down," which isn't referring to something currently happening right now, but rather to something that will happen in the future. Therefore, it'd be more natural to say that Jason's [D/d]iscounts "will come to town," which also coincidentally avoids the is/are kerfuffle entirely.

(4 edits)

Wow, I just barely missed you with my last comment, huh? Anyway, I discovered another glitch: if you speak to an NPC while using the Hikkori Skull's phasing power, you'll still be able to move around and jump while the dialogue box is on screen. Granted, the Hikkori Skull is rare enough that most players probably won't ever encounter this minor bug, but I thought I'd let you know anyway. EDIT: Also, doing the Hikkori Skull glitch while entering a door turns the player invisible until the next room loads (so only a fraction of a second). 

I guess you could always just put this in your "Known Issues" thread if it's too much work to fix for too little gain.

EDIT: Also, is it just me, or is there no tutorial for panning the camera up/down? I only figured that out after I kept running into surprise death-falls in levels like Monument Valley and Massively Makeshift Bridge, but I had just assumed I forgot about that mechanic at the time. However, looking back, I don't think the game ever explicitly mentions its existence, so it'd be nice if you added some text explaining it somewhere in-game.

EDIT 2: You said you didn't change Yal's world 5 convo because you forgot to add it to your list. Did the same thing happen with removing and replacing the invisible blocks in those two levels that still use them, or did you simply disagree with my criticism?

(+1)

Both of those glitches probably could be fixed by disallowing interactions specifically in the phasing state, the codebase is such a mess I didn't really do proper state machines with behavior packages so I'm pretty sure interactions are handled entirely in the NPC / door objects instead of only being done in player states where they make sense.

I'll look into adding NPCs to those levels telling you about the mechanic, it's something I added pretty late so I might've just forgotten (the view being shrunk was a side effect of switching from 480x272 resolution to 640x360, normally it uses 320x180 because things just get too small when in zoomed-out mode so it's exclusive to multiplayer mode when players are far away from each other)

I could look into adding a new option to always have the camera zoomed out though.


I ignored the invisible block feedback since I don't want to completely trivialize the challenge by removing them, but if you insist I'll figure something out...

(6 edits)

Thanks. To clarify, I wasn't asking you to replace them with trivial challenges, but rather simply challenges that the player can see upfront. Like I said before, you have to be very careful when introducing and building upon invisible blocks, to the point where you basically have to design the whole game around them and use them frequently in order for them to be intuitive and fair, especially if you're gonna use them without hints. Not even Lost Levels could pull that off perfectly, so don't feel too down about it. 

One example of a potential replacement could be: for Load-Bearing Grid's first painting, below the bottom jump-through platform in that shaft, add one extra jump-through platform that can only be reached by jumping from the item block. Then, you could add a spike on the left side of the new jump-through block so that a simple running-jump wouldn't be enough, and the player would also have to slow down at the right time to land safely. That should be non-trivial enough for world 3, don't you think?


EDIT: Oh, and just in case this also needs to be specified, the shopkeeper sometimes calls the name of his store something like "Jason's powerups" or "Jason's quality powerups," which would require the p and q to be capitalized (watch your p's and q's! ;P). I guess it could be one of those slogans where the name of the store is just "Jason's" followed by listing one or two things the store sells, but then there'd at least need to be a comma after Jason's.

EDIT 2: Discovered another Hikkori Skull glitch: if you run into a wall while phasing, you can reliably phase again in another direction. I guess you won't fix this one since you said you're okay if something's unfair in the player's favor, so maybe keep this in mind for the sequel since it lets you expand on it by allowing for makeshift wall-jumping.

EDIT 3: Okay, okay, get this: I noticed a couple grammar mistakes while rereading the 1.0.8 launch post. In the first paragraph, you say "flaws that's been" instead of "flaws that've been," and in the second paragraph, you say "these changes trends towards" even though a plural noun (changes) means the verb (trend) should not have the added s at the end. ^__^ EDIT 4: ...and on that same topic, I just noticed that the store's description of the Blood Violet says "enemies that loves" instead of "enemies that love"

Oh, and before I forget again: I really wasn't a fan of how the solid-white room near the end of the game had coins in unreachable locations. Even though I had gotten all the notes in that level, I thought maybe there was another key in that world or something that the coins were hinting towards, except no, I ended up falling to my death. Please remove all the coins that are below the platforms in that room, then lower the three coins in the top-right so they can be reached.

(2 edits)

I hope you're not feeling too down about all the problems I keep posting. As I said before, I think the game is good, and I really like it. I did find a couple more issues, though:


1) If I use the Hikkori Skull's phasing power and redirect my trajectory upward into a ceiling, I'll sometimes get stuck and stop moving until the phasing phase is over.

2) Another very minor graphical issue, but the purple smoke from the Hikkori Skull's phasing power is layered behind doors.

EDIT: Just noticed a typo in the ending: you wrote "rethorical" but the correct spelling is rhetorical.

(+1)

I don't think I've ever gotten this much detailed feedback from a test player before, but I wasn't expecting to have hundreds of tiny things to fix in a project I released half a decade ago... :P

(I'm adding all these things to my todo list even if I'm not acknowledging them with commentary)