i want to enjoy it, but the liquid effect and growing slime tend to break the play area and clip the player out of bounds with no way to return except to start from the very beginning. then throwing is too unreliable to be used for anything that requires precision, yet there are puzzles that require it. On the way to get throwing, you then have the issue of an overly finicky "floor is lava" section in which the liquid nature of the slime often stretches into the danger zone, breaking up the player under no fault of their own, followed by buttons that only detect the weight of green slime. My final complaint is more of a QoL, but there is little to no indication of how much the player has "charged" an interaction, such as super jump. There is clearly space on the hud for it, just fill the arrow to indicate charge.
Cbomb9999
Recent community posts
most have already said it, but as the game gets bigger, there will need to be some indication of important elements in the room other than just color. Keys are the only one that this build needs, but later mechanics might also need the indication. As for increasing complexity, routes that require going though different colored locks (and multiple rooms with the same colored key) can really make planning the route harder. An example would be to put an upwards exit in the green room, but then comes the complication of making sure players dont softlock themselves by falling from the top without the tools to get back up. maybe a reset button, or adopting the powerup systems of other metroidvanias?
if i have any real complaints it boils down to a lack of explanation on how break works. Otherwise it is a fun game with some difficulty curve based hitches, such as the spear being mostly worthless (for combat) when you unlock mages shortly after and have too large an army to really participate beyond commanding attacks tactically.