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Let me start by saying a plague doctor game such as this is something I've wanted for a while and this project is amazing. I haven't finished the game yet, but there are some issues I'd like to point out.


Firstly, I understand that this game is supposed to be very hard (and it is), but the parry windows for basic enemies should really be a few frames longer. If I end up parrying too late, then I'm pretty much garunteed to get hit again by the next swing. I'm not entirely sure why I'll always get hit a second time and it's definitely at least partially my fault, but either way it feels too brutal for basic enemies at the start of the game (the boss and harder enemies can stay as they are).

To stick with the theme of difficulty, I just really wish there was a checkpoint before the traps. Yes, I'm bad at the game, but I think this would be a good change that still keeps the game really hard.

My other complaints are all very minor, and have to do with polishing. I'm sure you are aware of the incomplete inventory (the "heart piece" doesn't appear anywhere that I could find), and that the pause menu is still missing.

I can't stress enough that these complaints are hardly complaints, but I'm still going to point them out. I found myself wasting a syringe by bumping the f key after taking my left hand off and bumping it when I put my hand back on. A simple fix to this is to just make it so you have to hold in the button for a half second (kind of like focusing in Hollow Knight). You could also make it impossible to use at max health but that's not really neccesary.

Falling through ladders was also slightly annoying to me, I think following the traditional rule of pressing down to go through it at the top would work better. I'm realizing as I type this that you probably made it how it is because you'd want to parry while over a ladder. I'd still prefer to go through the platform, but I understand why it's like that now.

I noticed a few of the jumps including one in the tutorial require coyote jumping. I'm okay with that, but I think the coyote jump window should be a few frames longer so you don't get stuck on a jump so easily.


Thank you for taking the time to read this, I really do love the demo and I wish you the best of luck in the development of it.

(2 edits)

UPDATE!

I have made a lot of progress in the game, and I must applaud you for having such a big demo available to play for free. There were several nitpicky things I could mention, but I'm only going to bring up the things that are really bugging me.

If you try to fire the gun right after moving, it points it straight up and doesn't fire.

Why am I being attacked by books? I don't know why the books keep dealing 2 clicks of damage, I'm assuming it's intentionally hard to avoid, but a little warning would be nice.

More importantly, I made it to the area with the spikes and the skeleton guy I'm supposed to grapple onto with another blue thing after it. Whenever I grapple the skeleton guy, I get stuck in the ceiling, which not only softlocks me if I parry the skeleton, but also makes it so I can't progress. I tried it several times and it keeps happening. (EDIT: Okay, I figured out you're supposed to shoot the skeleton and then continue. Still an easy glitch to pull off though.)

Great job on the game though, it's really quite fun!

(1 edit)

First of: THANK YOU SO MUCH FOR PLAYING!!!

The "checkpoint before traps" was a suggestion that others have also put forward. I will add one right before the first trap.

I am not sure what you mean exactly with the heart pieces? In the collectables tab there is a tab that shows you your health (hearts). The heart pieces are apples floating around in the game.

The inventory also pauses the game so thats the "pause menu" as well. Although I should probably do something about the music still going on at full volume when in the inventory.

I'll look into the healing system. Not being able to heal at full health is a good idea.

***ALSO RESPONDING TO THE REPLY HERE***
The gun missfires right after moving? Just to have more info does it missfire when you walk, run or the speed doesnt matter?

You can hit the books when they charge to instantly destroy them. Its meant to teach a mechanic about "weakpoints" that enemies have in certain attacks. There is like a outline around the weakpoint.

SKELETON MAKES YOU CLIP INTO THE WALL?!?! OH GOD THATS REALLY BAD! Thank you for pointing that out, you are a lifesaver!

Also I might need to rebalance the game because its a massive kick in the teeth right from the bat. Would you rather have enemies do less damage or have more health? (or little bit of both?)

(2 edits)

Hey thanks for responding! I eventually figured out how the books work, and it makes a lot more sense now.

The gun seemed to missfire when I pressed both the mouse and move at the same time, I don't remember exactly but I think it happened more consistently when turning around. I tried it with the ghost gun that I now have, and it doesn't have the same issue (Also, I think it was when walking).

As a final feedback report, I found a glitch where when I ghost grapple something it went all crazy and made the grapple stuck on. I don't remember where exactly this happened, but it was pretty weird.

I've made it to what I THINK is the final boss (Wieduch), and the repetitive projectile attack is giving me troubles. I've only been able to succesfully parry every projectile once, so a slightly larger parry window for that would be appreciated.

Edit: Forgot to mention that if you stand below Wieduch on the ground stage, and then parry the dead man's volley attack, they can't deflect back. It's nice for difficulty purposes, but I'm assuming unintended.

Doors that were locked from the other side still have the "this door is locked from the other side" message if you press W at the right time while falling by a door.

There were several typos/grammatical errors I found throughout the games dialogue, I'd recommend going through it either with a writing tool or by hand.

I think that's everything, looking forward to Iridescent's full release!

(2 edits)

Okay, ACTUALLY last thing (maybe?):

So I beat Wieduch, and left with the ghost. I went back to City of Cables, because I wasn't really sure where to go. Is this the end of the demo or is there something more to do? Either way, I found another glitch. If you talk to the mustache guy in the cabin, he'll give you the gun again. So now I have both the Lady's Friend and the ghost gun. This allowed me to figure out when the misfire glitch happens. If you aim too low while walking or running (and by low I mean directly in front of you), and shoot the gun, it misfires. What's weird is this isn't entirely consistent, if I shoot close to the character then it won't always misfire.

Edit: Just found out I can grapple the other side of the bridge and now I feel stupid lol.

Ah yes the grammatical errors... I need to go and read all the dialog again to catch all the mistakes. Its something on the "to-do" list for quite some time. Same thing with the grapple freaking out sometimes. I can't seem to replicate that glitch but I am hunting for a solution.

For the projectile attacks, parrying the multi-projectile version is supposed to be a high level tactic. The projectiles are slow enough that you can just run past them and still hit the boss with your weapon. Oh and also with the Volley. Whats happening is that you are so close to the boss that he parries and you instantly parry back because you are still in a parry state in the ripost animation. It wasn't intentional but I think its a cool way to speed up the fight.

I will check out the doors and... wait Willstash gives you another gun?!?! I thought I fixed that already. Thank you so much! Without playtesters like you I would probably never catch something like this!