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Gave it a look. It's not really my thing I think, but I took some notes.

-Sideways and vertical movement look like completely different forms of locomotion in the overworld

-The teleport into the middle of the combat area when it's time to dodge feels really jank, but I love the way the music changes gears.

-I turned on my nose by tapping c and the effect stayed where it was when I entered an encounter

-Jumping downwards onto a platform makes your shadow twitch all over

-I hoped that ramming into enemies would start the encounter differently. Shame it doesn't seem to.

-I don't really see why you would ever use melee attacks 90% of the time? There's free specials that do just as much damage, and some enemies hurt you when you try, so the only use seems to be enemies that are strong against your special's element.

-Having to ram the candy-stealing bird's tree several times wasn't very intuitive. I thought I was doing it wrong the first couple times.

-Partridge and Chestni are a helluva difficulty spike. But I didn't interact much with the RPG mechanics so maybe I was underpowered due to lack of equipment and levels.

-Is there a way to bypass these iron turtles' armor?

Dropped it in the abandoned factory. Combat system just isn't very interesting to me.

The dialogue seems really awkward. Like the characters are making one liners and jokes and if they're supposed to be cool or funny, it's really not landing with me.

Bit weird that the manual is a separate download when it's already included in the .zip

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Thanks for playing and for the feedback. I'll take a look at the bugs. 

I see regarding the locomotion, in practice they're basically the same. Maybe it's just the animation and the nature of Lux's sprite being longer from the side view.

If you stun an enemy with the nose blast and then ram into them with the horns it destroys them in the overwrold.

Regarding the combat Upgraded equipment boosts the power of your standard attacks.  The melee moves scale a bit more with the boosted equipment. There's a few skills that you can pick up to make Partridge and Chestni easier.  The shelled enemies defence can be overcome via Z-Skills which always deal 1 damage, getting the Timed Hits which boosts damage by 1.5x and always deals a minimum of 1, or equipping more powerful skills.

The story and dialogue of the prototype is wholey tongue-in-cheek tbh, to avoid needing to commit to main story elements while I was still designing the games systems. 

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Yeah, I mean the animation. Going up and down it looks like a cartoony trot with the legs crossing, but in side view it looks more like a proper deer gallop/bounce with a lot of air time and the legs moving in synch. It feels a bit weird when you switch directions imo.

I'll try and find time to give it another shot where I pay a little more attention to the mechanics.

Fair  enough on the story and dialogue being placeholders, but it might be a good idea to take it seriously, even for a prototype; comedy is really hard to write and it'd be good practice and allow you to get feedback on the tone and writing without spoiling the main game. (well I say that but I'm a terrible writer, what the hell do I know)