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(1 edit)

These are great points, thanks!
Also I gotta say your formatting is very nice, thank you for taking the time to do that. I should probably start doing that myself lol.

I've gotten a lot of reports about the web shoes doing that.😅 I've got some ideas on how to fix it up and also make it feel less fiddly.
It is a shame that the liquids ended up so similar in color, I didn't even think about it until the first playtests. Early in the game I added the red as '''lava''' and was hesitant to deviate too much from the monochromatic color scheme. The idea for orange/gold healing pools came later, and while I did try to distinguish it a bit with glitter, the contrast wasn't great. I think I'll probably change it to green acid or something.

I might be wrong but I think the door-opening move does actually do damage, the hitbox is just so small it's impractical. I was worried the player might try to force their way through the enemy blocks. Making it do a stun is an interesting idea, I'm not sure the best way I could communicate it, but I'll mull it over for sure. I think realistically I would like the player to be able to fight with it if they're skilled enough?

All of your ideas to make the path to the staff easier are great, very simple to implement, I'll give them a shot. (Well, maybe minibosses aren't so easy, but I did want to tackle those anyways!)

The attack is definitely going to change, I think I'm probably going to implement a slash attack with a broader range instead of (or as an alternative to) the poke.
Variable jump height is a must, I agree.

Thanks for the wealth of feedback and ideas!

Well, if you want to block the player in, you can always have more ways that doors lock, so there’s doors that need a lever vs doors that expect a torch to be lit, that sort of thing.

True!