Not saying it should be open world, but it would be nice to actually make the slimes walk around, not open world style, but kind of like the super mario wonder level selects (Don't know if you've seen it?) Also defending is a great option and you should push to have more unique uses and microdecisions involving whether to defend or attack, instead of just defend with one, attack with others.
Back To Basic
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Wow! This looks like it's been worked on for a few months at the very least, and controlling feels great once you get the hang of it.
I found one bug where the music can restart, randomly sounding annoying but not doing much else. It's probably a code issue, not music itself, though I will say try making the music looping less obvious.
I didn't find any other bugs while playing, but there were a few issues:
- A little unintuitive. Trainer fight is great but the random text boxes afterwards weren't needed. Just allow people to replay the fight. Also, try to cut down some of the dialog slightly. Explain generally what things do, and let the players figure out details as they go, unless something calls for it
- Some UI elements need reworking. Got through about 2 fights before figuring out how to tell which slime would be attacked next. Make these indicators larger or potentially put target icons over slimes that will be attacked. Also cover this in the tutorial fight
- Art feels slightly off. Don't get me wrong, none of the art is bad, it's just inconsistent. Some assets really don't blend together too well, especially trees. Lower the contrast between things except for things you specificallt want to stand out and make sure all the art is in the same style. Maybe use pixelart for the UI too. The main thing here is the colours. Stick to just browns and beiges for the UI elements instead of including greens/blues, and, if you continue doing it, maybe see how the colours look with a lowered saturation, possibly try this generally. Things right now just look like snippets from different things rather than one whole game. (By the way, you really don't need different types of trees. It's slightly distracting)
- And lastly, lower the wait times where characters are just walking. It's not a glaring issue but it would be nicer to put things a little closer together.
The special abilities feel unique and diverse, but it would be good to see some more synergies and the same kind of unique attacks for enemies.
Thanks! I'm looking at balancing out the difficulty and progression, as well as tutorialisation, since I've had this kind of feedback before. The game isn't going to be played in browser forever, as this is just a prototype, so it is generally going to be a fullscreen game.
Also, since you found this hard, I want to know what types of games you usually play, so I can tell whether the game is too hard or you're just not the platformer type.
Thanks for the feedback
-Back To Basic Studios
Hi,
Game plays and flows really well and gives off an air of polish even before much has been applied. Try working on your game feel though. I would recommend adding velocity to the left and right movement, and maybe add a bit of rotation to the car during these acceleration/deceleration phases. Try making the car harder to control when you use nitro.
Overall great experience.
