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(+1)

Also, while I was playing the game, I noticed pressing ctrl for the strong attack on keyboard is really klunky, and I often have to take my hands off movement to press the button in the corner. Maybe switching to a different button would be better? I know you already have "q" and "e" in use, but maybe you could have one of them as a double use, like Ocarina of Time uses the "interact" button for attacks, picking up things, reading signs, speaking, and any other action it needs. Maybe the "e" button could be used like this for both interacting and stong attack or something?

I like the atmosphere you've developed with sound and art, but I will give you a slightly harsher piece of criticism if you are shooting for a higher bar with your game. This sort of goes back to the jumping mechanism, but I think your game has plenty of tools and nice ui, but it could use a bit more depth. For example, the character stays on the ground and it seems like (I have not played too much of the game, so I don't know for sure) that a lot of the game is based on fighting. It would be nice to have a few more choices or interactive elements for the player to experience, even it it's just polish. For example, it might help if some of the boxes dropped some sort of item or currency sometimes or if you could interact with more objects (like boats or gates) to solve puzzles or interact with the environment. Once again, the old Zelda games with "rupee grinding" you could do when you got bored are prime examples of this.

By the way, sorry about all the Legend of Zelda references for the games I am drawing from. I don't play too many games, but the old Zelda games are some of my favorites.

These are only suggestions, especially the second one, so you don't have to implement if you don't feel the need but I hope they are helpful. I am not a very experienced game dev, so I don't always know what will be the best designs for the player in the long run, but I will let you know if I have any other suggestions while playing.


Best Regards,

Midnight Ninja

(1 edit)

Firstly: that is some amazing crucial feedback, thank you for taking the time to write it!

Secondly: you are right, the ctrl does bother me too, even more so now it's also for the power attack and strong attack. I must figure a way to fix this sooner rather than later.

Thirdly: yes, crates and destructible should have random drops, so does enemies it's planned for next update, but you bring a good point and using environment to fight is a good idea and should be implemented a lot more!  And puzzles is a great idea too!

Lastly: I love Zelda ๐Ÿ”ฅ


Thank you again, this is great to think about! I took notes and will see what I can do with it on the workbench