Skip to main content

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

Hey there! Tried it out and reached the end of the demo.

A few thoughts (using a gamepad):

-I usually felt that I was disincentivized from warping. Having to press the right bumper and the attack button at the same time, rather than being able to hold the right bumper, made it cumbersome to get charges on enemies. And there usually didn't seem to be an advantage to doing it, other than remaining in the air longer to attack the Tree's weakpoint. Having to pick a direction relative to the enemy to warp, whereupon you seem to lose aerial mobility, also discouraged me from using it.

-Wall-sliding before earning the wall-jump doesn't seem to have a purpose. Initially, I thought it meant that I already had the wall-jump, but when I realized I didn't, it just made descending slower.

-I wasn't able to consistently do the backflip jump. The input might just not work as well on the controller.

-The fast-fall doesn't seem very helpful. I kept trying to aim attacks down, and fell more often than not.

-After a certain point, I found myself ignoring the basic enemies and just rushing through the level design. They didn't seem to be able to stop me, so I might've finished the demo faster than expected.

-Using the sword-throw + down-kick, I was able to make it to the other side of the broken demo bridge :D Not a problem, just a fun detail.

- yeah rn there aren't enough incentives to warping around an enemy - the tree fight is built to encourage that, but i do think it is a mechanic i should and sell to the player more :P

- an interesting point regarding the wall slide. omitting it prior getting wallrun/walljump  is something i should definitely consider. or just giving folks the walljump for free. i think i'll hash-out the rest of the mechanics before revisiting how i want to handle this.

- yeah rn there's a 100ms window on doing certain inputs like the backflip (which i'm surprised you found/figured out! that's not explicitly taught or mentioned anywhere lol). I could either make the window more generous OR create an additional animation state , similar to what mario sunshine does for its pre-side-flip input.

- at one point i mapped fast-fall to double-tap down, which would help the latter problem. but yeah the in demo the fastfall is more of a nice-to-have and less something with immediate utility. (i was also thinking of giving it some combat utility by making it launch/flip nearby upside down enemies)

- yeah a LOT of the AI isn't very aggressive atm, esp some of the minibosses which you can mince easily atm. i think in the final game i'll opt for a combo of more obstrucctive/aggressive enemies and more miniboss checkpoints that lock-you-in to encounters

- oh that's quite impressive! i didn't even consider that as an option! i can tell someone's been paying attention to my tweets and mechanics more than i am :P