Glad you enjoyed the game
Branno
Creator of
Recent community posts
Totally fair criticism. It's hard to know what is placeholder and what isn't so I'd rather you just treat it like a released product. Also who really cares about credentials for feedback. I'm making my game for gamers, not game developers.
I think i'm on track to solve a lot of what you have brought up so hopefully next demo day will be better. (I got an artist who has a lot of work to do).
On the novelty part, I'm hoping to showcase a little more of that in future projects. Sometimes you need to just stick with your less than original idea from January. It seems hypercritical at the moment but I do intend to innovate on the genre over the next 2 years. Will see how it goes, I've already had to scrap one of my 'novel' ideas after a week of development.
Video Feedback:
My big issue with the game is that you give me 10 minutes of dialog and story building only to throw me into a stressful situation with no experience of playing your game. The 'How To Play' section should be seen as a bonus way to learn the game. I'd expect the story mode to give me a couple of easy puzzles in a dream sequence or something.
I tried to play your game using the Forward Plus download. The game launched with 70% of the game on one of my monitors and 30% on my others. I played around with the display modes in the menus but it didn't look like it did anything.
I'm just using a basic 2 monitor extended display with Windows 10. The image below is what it looks like on my left monitor and my right monitor. Starting and restarting the game did nothing.


Video Feedback
I had to stop early since the swaying was going to give me motion sickness.
I think that the way you swing the bat is going to cause problems for people who play this for a long time. Otherwise I think you should make the main menu not cause when you go into options and the options background need to be darker for contrast.
Video Feedback:
If most of the development is still being done with later game systems or content that's fine, but I really think you should be working out what the quality standard of your final product is going to look like. There's a lot of low hanging fruit with visual feedback and verbal feedback that prevented me from enjoying the demo. It's better than DD54, but I was hoping for more polish by this point.
Video Feedback
The game gave me motion sickness so i wasn't able to give it a fair shot.
But the sound design needs a lot of work and you should probably make tutorial areas brain dead easy. I tried to putt, got into putt mode and didn't know how to actually swing. I think doing 1 level per mechanic would help get rid of a lot of initial confusion.
Video Feedback:
Great 8-bit art, but the earthbound like UI in other areas is pretty jarring. A bit of story to explain the 'why' of the game goes a long way as well. The character Collison is also too big. I kept getting stuck on doorways trying to get through. Another problem is that I didn't feel like i had much incentive to kill enemies so i just skipped past them. I realized i got gold but why take the risk when my health is limited.Also a glitch at the end where the bunny boss remained white.
I just added a QoL update where reading something that takes up the screen (Books & the Door Note) will now pause the timer. So you're now you're able to take your time with reading those books rather than having to fit it within the 60 second cycle.
Unfortunately 90 seconds would allow you to brute force through the puzzles.
The visuals are extremely well done but the gameplay seems pretty generic for a Metroidvania. I think there a number of missing sound effects and impact needed for a bunch of enemies. I would also look at keeping track on which enemies died on each floor and only respawning them after a number of rooms or if you save. The immediate respawns made killing them even less satisfying to deal with.
The biggest issue i have is with the camera. It's quite jolty and the tiny micromovements it does gives me motion sickness. I would have played a lot more if it wasn't for that.
Video Feedback:
There's something decent here but I got stuck. This will be a high effort improvement but I think you need to give the player a couple more easy wins as you introduce mechanics. The first section is good but the 2nd section has a lot of new things thrown at you in fairly rapid succession and it felt overwhelming. I'm not going to pretend like i know what the answer is but I would have liked a simpler puzzle to solve and the 2nd puzzle. Like maybe you solve a quick mystery for the gardener in order for him to help you out. The cogitative requirement just escalates a too much.
Video Feedback
The game has a lot of soul and i really do like the vibe. But i have a lot of frustrations with the controls and I got pretty mad at the end. The fish enemies that spawn, give you zero time to react as they spawn just underneath the bridge. The rat chase sequence could do with a bit of forgiveness. I found out you could get the game to fullscreen around the end of my play through. Controller support is a must. ZXC + arrow keys feel awful to play with.
Video feedback:
There are some people who manage to get all the crashes :( . I managed to fix the black out screen crash you got last demo day. That was unfortunately a Godot issue with subportviews & 100 different conditions that made a vulkan error occur. I got no idea what could be causing the crash this time. I'll have a play around and see if there is anyway i can repeat it.
Always appreciate your feedback. I'll do additional play testing to see if i can fix the black out and see if it's repeatable. The Soothing Mist crash is likely something i can repeat.
I'll look at addition ways to make it clear that passive mode is on. There are dancing flags around the party members, I'll probably add another flag as it seems like a lot of people miss it.
The micromanagement is going to be a flavour in the game. The game has been designed around controlling your party so adding in smart allies would undermine many different mechanics and ideas that have already been implemented. I think that overall this is the right call but I know that it's going to be a divisive mechanic.
On the overall release front, the next 2.5 months are basically all about improving the main issues you brought up in the bottom paragraph. If Healed To Death flops in the April release, I don't think delaying it until an July/August release is going to change that outcome. I can understand how the opposite could be true for different people, but when I consider my own skill set and the other person i'm working with, an April release is the best scenario.












