Hi! Thanks a lot for both for hosting the event and check my game as well!! That's a big list of feedbacks ^^
Please lemme know when i can find the video on youtube :)
I'm glad you also checked the compatibility with nintendo controller, so far i implemented the gamepad compatibility but mostly tests were done on XBox and PlayStation gamepads
By Nintendo style controls you mean the fact that confirm/cancel buttons are swapped?
Oh i see, there's some input label which still doesn't react dynamically to input remap? Must have missed that... or do you think that it's a Switch pro controller specific issue? Thanks for pointing that out
That lag moment is a flaw indeed DX, it's caused by the huge size of enemies spritesheets (the bestiary features 300 enemies, in the demo there's a good amount), loading for the first time a UI structure, like the inventory, in which there are connections to such spritesheets would cause a lag. In the full version i'm working as we speak, the problem escalated further so in the end i had to add compression to the spritesheets, when i'll update the game, it should shorten a bit that lag... to cancel it completely maybe it would require to compress further the spritesheet, however i'm afraid that could cause some quality drop, so i don't know...
The idea behind enemies hidden by blocks was the possibility of hide some enemy for ambush purposes, i guess when it's just partially hidden that just sounds as stuck
Once you find a weapon or artifact, it will stay revealed even when not found, the purpose would be both to know which ones are still unknown but also to allow the player to upgrade the desired ones at any time, compared to be forced to spend currency on only the ones you currently possess, or not being able to spend at all because maybe the ones you curretly have are already maxed out
About spikes surrounding the center, it doesn't happem that much often indeed, actually it's rare, it can be an issue in the first dungeon, before receiving the Compass Shield, but after you receive it you can use the Shield Bash skill in dungeon and you won't take damage from traps while the skill is active
I guess also that other scenario of the bomb you mentioned happened before getting the Compass Shield? That's very rare indeed, since those scenarios are extremely specific and can occur only in the first dungeon of a new run i didn't cover that for tutorial i must admit... the other issue is that in past i had to handle the excessive amount of tutorial coverage, it's a very difficult thing to balance...
The reason why each fight in dungeon can lead to different enemy formations (even when touching the same enemy sprite) is because each enemy spawn in dungeon is connected to a specific enemy formation, you'll see in dungeon the leader of each formation (the first enemy of that list), but each formation have different placements for the player, the enemies, whether you can escape from left/right, one of them or none. It doesn't matter how you touch the enemy for the sake of positioning in battle, unless you hit them with the skill of the shield, which causes damage instead of entering in battle.
For more control in battle you mean something like attacking at will? Among the possibilities i decided that jump is sealed from this game, since that would trivialize the knockback gimmick that revolves around the weight stat of player vs enemy. This fighting style is based on Half Minute Hero but a more complicated version, too bad that i realized that there's no place in which their fans gather ._.
Yeah planning your path is part of the core gimmick of the game, especially due to the trail of darkness, you're supposed to backtrack... or also rng might lead you to do that, so darkness might skrew/change your plans. Currently there are 2 things you can do to deal with darkness, aside choosing wisely where/when to move in map: 1 - You get the Abyss upgrades: one of them will make the trail erode slower the map (more steps required to destroy it), another abyss upgrade lengthen the timer of each spot in map from where you pass through; 2 - You can find Time Runes as quest prizes and use them to stop the timer both of The Hand and Day/Night, that will also allow you to block the dark trail in worldmap. You can also find time runes in dungeon but will be used immediately and are quite rare to be found as loot