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(+2)

Tired new version. Love it.

Bad points first.

  • Might just be my bad memory, but I it felt like the jump was a bit lower than it was in v0.2.x, which is actually not bad, but it felt like a few locations I should reach I couldn't until I get more dashes. 
  • Default player attack is small, so I keep running into the tentacles when trying to line it up, and it hits in a shallow line, so jump attacks miss often. Circular all around attack is better, but kinda difficult to do and messes with my dash accuracy. 
  • Really want a dash-attack, either one to pierce through the enemies and keep going or one to bounce off the enemies without doing damage, but using one of the dashes. 
  • Some of the dashes are pretty tight, especially in the orange location. I would like a cardinal direction dash because mouse aiming is never completely horizontal. 
  • Sexy time animations of v0.3.x are not really my cup of tea, though I'm sure you'll introduce other aspects common in your artworks in later updates. 
  • Map begs to have either a Tab or M as it's hotkey. 
  • Game is starting to get big enough to warrant a save system. Especially one that will allow players to bring progress from earlier versions forward. I think I did the starting zone a whopping 7 times already.

Good parts:

  • Getting more and more dashes from bosses is fire. Creates the natural "hyper beam" moment, where annoying spikes become a myth of the past and so does floor. Maybe a few more options to hold in mid air and your platforming alone would be good enough to carry the game on it's own, as long as level design isn't completely bad (which it currently isn't, but does tend towards hostile towards the player). 
  • Fountain system is really cool and you clearly have a feel for where to put warp points without them. 
  • Gigantic tentacle boss is really cool and (ignoring the problem with player attacks I described prior) enjoyable to fight even on a single dash. 
  • And with the way you are developing the map, I'm guessing you are going to scale the bosses and levels to the lowest number of upgrades player can have and get there, while also giving an option for the players who struggle to go do other low level zones and come back stronger than intended. If so, that's fantastic design.
(+2)

Wow thanks for the extensive feedback! <3

So, most of the things you pointed out I agree with 100%, and they are either in-progress (spikes), in the current patches (map and save system), or planned for the future (dash-attacks). To address some points specifically:

baddies:

  • Jump was indeed lowered in height, from 7 to 5 units. Top falling speed was reduced considerably, and jump-interruption was quickened. All the areas that now require the dash are meant to, but I may change it later on, depending on what items I put in there.
  • Attacks are meant to be risky and short ranged, but there's 2 big features missing right now: spells and upgrades. Once those are introduced, you will be able to customize your fighting style enough to not feel as limited as you are right now.
  • A form of Dash attack is planned, as well as an update to all attacks. I really want to make this game mouse-and-keyboard friendly, and not have to put the "use controller lol" note, and that means tailoring the systems to the hardware. In the coming weeks, a lot of this stuff is going to get consolidated.
  • A good rule of thumb: if it requires high cursor accuracy mid-movement, it's not the intended solution. I'm aware of certain areas that may be causing unnecessary frustration and will be trying to fix them where possible, but I'd rather it be possible to solve it the "wrong" way, than just forcing the "right" way. Cardinal dashes may happen eventually if the current system just isn't enough after its fully implemented.
  • Map hotkey is in the most recent patch ^^ both Tab and M open and close it.
  • The save system is in game since version 0.3.0. from now on, you should be able to just play the new content. if that's not the case, let me know, because it's essential that it works.

goodies:

  • What you are describing with the dashes is indeed awesome ahahah messing around with 10+ dashes is even more fun than it might sound, especially mid-combat. Traditional platforming is more a thing of the early-game, later sections of the game are a lot more streamlined (as the caverns hopefully prove). New hazards are also not as punishing as the current ones, so once those are in it should feel a lot better to zip around levels.
  • Glad you enjoyed the fight! with each fight I improve my skills, learn from my mistakes and evolve my designs. Already the Burrower feels outdated :0
  • current plan is to not have any "hard" gates beyond 3 dashes. Meaning: after you beat the current areas, you should have everything you need to get to the final boss. I want the metroidvania feeling to be driven by the mad search for power, not some arbitrary hook-shot upgrade. If none of the ecosystems entice you, and you're good enough to just need 3 dashes, so be it. Speedruns are going to be rather fast lol


Thanks again for the feedback! hope you enjoy what I have planned next ^^