Thanks for playing the game.
- The way the ocean on the main menu freezes on two nearly identical frames between waves looks bad. The water needs to recede more and with more frames.
It could use few more frames.
- Add a proper options menu instead of just two buttons on the pause menu to change resolution (what exactly does "low resolution" even mean?
All the menu staff is still not final, but I'm trying to come up with a solution where I can keep it all in one page.
- Pressing X should close the pause menu.
I can implement that.
- Only enable vibration when detecting controller inputs, and disable it again on keyboard inputs. Don't make me unplug my controller.
It checks keyboard and controller inputs simultaneously atm, I've not been bothering with controller for a long while since for some reason it doesn't work on mac but it is on my list.
- I don't like these shadows originating from the center of each screen. That's not how sunlight works. Why don't the braziers cast shadows?
I thought it'd give bit of a dramatic feeling to entire thing.
- Fade out the HUD if it overlaps the player.
Maybe I can make it a little transparent if player walks around top left but I didn't think it was that big of an issue, usually there's always a wall there or something.
- If a flying enemy drops an item in a non-navigable location, it should be teleported to the nearest navigable location.
I could maybe magnetize them to player but you can pick them up with your weapon as well, unless it's too deep in the walls.
- Left/right door collision is still wonky.
Do you mean in dungeons or certain specific room? I don't know what's wonky about them but I remember you or someone else telling me something.
- Are you meant to have to use the lightning spell for the genie boss? That kind of attack doesn't really work when fighting him in melee, and there's no telegraph. What if you run out of crystals? Do you expect the player to go farm some more before letting him retry the boss?
Genie boss only takes damage from the eye, you can actually spam attack and win fast. His body doesn't have any collusion.
- The HUD icon for the ring is too small to be useful. Add a sound and/or particle effect to indicate when it's ready again.
I thought in the end ring is either up or not, and after a few uses you get the gist of it, little sparkle animation or something could work but maybe could be a bit distracting, sound might be too annoying imo.
- Who's the trickster the water fairy's talking about? Is it the genie? Does she give you the sword just for killing the frogs, or does the dialogue not update?
- Fade out/fade in subtitles between lines. It helps a lot with readability and ensures that you can't miss when a new line appears.
It's the genie, you get the sword after you defeat it and return back to the pond but I don't think dialogue updates after that. Textbox stuff is all really recent so there are some issues I've overlooked.
- The charge attack seems pretty useless.
It attacks in a wider area and sends tiny projectiles that goes through shielded enemies. Although I've been thinking about putting something in the game that lets you upgrade the projectiles into something more convenient like sword beam attack.
- I managed to keep a charge after letting go of Z, but I couldn't replicate it. I think it happened when I got hit by an enemy.
I know about that one, I think it happens if an enemy pushes you out of the room.
- I don't like how the carpet boss's bullets block yours. I just circled around her the entire just so I could hit her. It doesn't add any challenge; in fact, it undermines any attempts at making the boss challenging, because if the bullet density was high enough that you couldn't dodge them in your sleep, you'd never be able to hit the boss.
The flying bosses are just wip bits I put to show how it's going to look, I should've tried to make it more fun tho. They're just spam button to see how long it takes right now, I do want to implement different type of projectiles and sequences in those fights.
- Does the carpet that lets you cross lava need to be aligned to the grid? If you're inbetween two tiles (like you'll always be when entering a screen), it spawns too far to the side for you to cross.
It is on a grid based alignment so for the sake of keeping it consistent it does need to be like that. But there's probably be a better solution I've not thought of yet.
- Enemies need to move around less. It's really annoying trying to hit an enemy with the long windup when it could instantly change direction at any moment. A lot of the time you end up taking contact damage because the enemy decided to go towards you with no warning.
I think it becomes easier once you get the swift attack upgrade but I've been thinking of starting with fast attack and using that upgrade for something else since slower attack can feel sluggish when you're just out of reach sometimes.
- There's no indication that the ring only works with the star spell other than the description.
Every item works with the same page spell except the crystal and summoning circle, which isn't finalized still.
- The walk back to the volcano dungeon is really fucking annoying.
I was hoping finish the flying broom witch carry you to the dungeons of your choice, ofc the ones you've been before but I couldn't finish it in time, but you will be able to fly to those dungeons after you rescue her.
- Stunned enemies shouldn't cause contact damage.
I probably can do that. I'll try and see how it works.
- The blue ring projectiles in the room with the laser statue shouldn't be able to spawn right next to you. Sometimes they even spawn inside you and you take damage for seemingly no reason.
Those are invisible enemies, they get visible once you dash through the star spell but the item isn't in the game yet and you need to unlock it from the menu before you die. But there are enemies that's shooting the blue rings so you can hit them even if you can't see them.
- I ended up leaving and re-entering certains screens until no enemies spawned rather than bothering fighting them.
Yeah enemy spawn rate does fluctuate a lot, I've been meaning to change how it works but I couldn't come up with a nice solution yet.
- Couldn't figure what I was supposed to with the laser statue, and the bottle, candle, and item that lets you push blocks all seem to have vanished, so I had to stop there.
If you got the candle you've been using the bottle, once you pass the laser statue with the invisible enemies there's a mini turtle boss that drops upgrade item for you where you can bottle the lightning spell and release it again for teleporting around. Other than that you can capture fairies and heal up and use it for few other side quests in the game. I'm not sure what you mean by item that lets you push blocks, the crystal that creates pushable block? If that it should be still in the game.
Again thank you for playing and letting me know all these issues, I will try to tackle some of those until next dd!