Great icons, thanks for making them. Small suggestion for usability: provide a bundle of all the assets. Also, arranging the grid to 16x16 so it can be split up normally. Also providing each icon as an individual image is nice. Great work.
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Hey there LSDdev. Really excited to play this game, I was a big fan of #21. But I couldn't get past the Tonituh tutorial area. No matter how I jumped, threw the totem, ran around, I couldn't get it up on the first platform. It seemed I could barely throw the totem any distance at all. Not sure if you're still working on this, but I'd really love the explore the rest of the world. Thanks.
Excellent concept, and well executed. The first time you get the enemies to collide is very satisfying.
- On the motion, right now you have a fairly long pickup to a really high maximum. I don't think that perfectly fits the game, because the crucial movement is to just move a few inches to avoid the guys. I think you could take the maximum speed way down. You don't need to move that fast, it's just the first ~400ms of movement that matter.
- Wish I had about 100-200 more MS of time between when the enemies turn red, and when they launch. I know it's an extremely fine tuned variable, but the fun part of the game is aligning the enemies just right, not the twitch reaction part.
- If both enemies are moving while they hit into each other, that should be rewarded.
- The rewards (points) can be made a little more clear. It's easy not to notice them.
- I'm not sure the blink is super necessary. The movement itself is more fun, there is a much better moment of tension trying to fly out of the way than just clicking. At that point, it's almost just like a reaction game. A dash might be more interesting than a blink.
- Another enemy type that works like a "homing missile" that you have to steer into the other enemies would be cool. It's a classic movie scene trope, where the pilot is being chased by a missile, and does a cool maneuver to hit it into something else.
- Making the enemies larger (2x or more) would be good IMO. The theme of the game seems to be that you can't really beat the enemies yourself, you have to fight them against each other. Making the enemies a lot larger could help with that theme, and make the resulting explosion more satisfying.
- Fighting more than 2 enemies at a time is a lot more fun that fighting just 2. Not sure how you're triggering 3+ enemies, but I'd bring that number up quicker. In fact, if you do increase the "warning" time so they're easier to react to, having more enemies present makes up for the challenge.
Anyway, good work. Love it.
Also, thats fucking cool that you're using Haxe too. It's awesome. What framework are you using? I'm using heaps.io
You've really mastered your effects work. The game looks and feels amazing to play. "Juice" is a term thrown around a lot, but it applies here. You nailed that for sure. Yeah, I had fun playing this for a while. The time slow effect is great. Wasn't sure what the yellow bar was, and when I filled it up I expected something to happen.
The yellow triangles were a lot more interesting to collect than the green and blue dots. I kind of started filtering them out entirely. Maybe they become more important as you get later into the game, but I don't think they are as interesting.
Also, I think the biggest gains you could make here are thinking more about creating tension. There wasn't too much pressure in the ~5 mins I played, so the effect of the juice started to wear off and I didn't feel too challenged. I avoided most of the laser blasts without even really meaning to. Also, because I'm only aiming down, and want to destroy all the blocks, I never had a moment of "oh I really need to get over ther and destroy THAT block". It was more a feeling of "Ah, I can just kind of rain down my fire willy-nilly, doesn't matter where it goes."
- Blocks you need to avoid hitting
- The whole block stack is doing a tetris on you, squeezing you into a smaller space if you don't keep up with it.
- Lasers coming in horizontally somehow, forcing you to move up/down
- Other types of projectiles you need to avoid
Anyway, nice work.
Good stuff. Combat feels pretty good. Progression is satisfying. Few random notes;
- Big knight guys feel easy to the point of irrelevant. The dust bunnies and the lazer dudes are way more fun to fight.
- Tried to shoot the bow but wasn't always getting an arrow out. Must be missing something here. Is there a limited number of arrows?
- Spear is really fun to use.
- Roll feels pretty goofy, doesn't feel like it increases my speed at all. When I use it to close the distance on the lazer guys I often just end up getting hit. It's good for dodging lazers, but I think you can make the dash a lot cooler.
Seems like a great base for a game. More weapons and upgrades and enemies and this will be great.
>you are right that im probably so used to it i dont even see it.
What helped me was watching someone play from farther back, squinting. Sounds silly, but helps get perspective on just how much the screen is moving around. In Frauki I started out with a bunch of camera systems I thought were smart, leading your velocity and such. I kept tamping them down based on feedback until I nearly removed most of them. Smooth movement is just more important than cleverness when it comes to the camera, imo.
>gamepads should work
If it's working for others, it's probably the USB ports on my computer. They're really finnicky.
>Could you expand on the hitting head thing?
Yeah. So, in a few instances there were two platforms. One was higher than the other, an offset to the side. I would "grab" onto the side of the lower platform to save myself, and then try to jump up onto the lower platform. In the process, I would hit my head on the higher platform and fall back down. Not a major thing, but it feels clunky when that happens.
Thanks dude. I'll play more with the ship stopping. It used to keep moving, but aiming your vector felt really really hard. Because you had to calculate your own movement relative to the orbs movement to make the shot. I'll think about adjusting, but the fundamental idea I wanted to make was predicting the movement of the orbs, then leading your shot and hitting them. So I think, while there isn't a lot of depth there, I'd rather try and nail that one little experience than try and add depths. This project is intended for ~one month of work, then onto something else.
Thanks for trying it out! I'll add R to restart or something like that, easy enough. Glad you enjoyed the weirder stuff out there. Might lean into that a bit more with the "caffeinated orbs" looking more glitchy. As for canceling a path, based on your feedback and others, I am going to make it so you can "shrink" your aiming vector.
Glad you posted this, I've been wanting to try it out. Notes:
- GOOD LORD SHES THICC. Great pixel art. It's really cute.
- When I'm running right, there is a lot of slide to stop. When running to the left, I stop immediately.
- The down/X/jump move is a bit confusing. I can do it sometimes but I'm not exactly sure how it works. The level says to use "X" but that doesn't do anything. I have to hold down, forward, then hit Z to jump up and slide forward.
- The premise of cycling through the level in both directions, and having the level be one screen is really good. Excited to see where it goes.
- The jump down to the first "door" is really frustrating because I slide right into some spikes. Preventing that feels very fiddly. Especially when there is so much sliding, and the sliding is inconsistent in when it seems to happen.
- Ok, at 14 deaths trying to get past this fucking asshole door who keeps laughing at me.
- 20 deaths. Jesus christ. I literally selected easy and I'm usually decent at platformers. Finally got through after that.
The game is really cute and has good ideas but it's simply too hard for me. Maybe I'm just terrible, but sliding into spikes every 5 seconds feels frustrating. I get that the game is meant to be really hard, but to me, it doesn't exactly feel hard for the right reasons. When all my deaths come from just sliding into stuff, it doesn't give me the impression that I did a bad jump, or mistimed something. I just didn't force my character to stop sliding when I landed somewhere.
This is fucking great dude, I really like it. Here's some notes and impressions as I play through:
- Pixel art looks really good, nice work. Character portraits in the 'talk' section are a bit behind the quality of the rest of it though. Not a big deal. Theme is great. Little touches like your character eating at the noodle stand are good.
- Basic movement feels silky smooth, but the damn camera is too wild. It really makes itself apparent, which is not a good thing. Ideally, a player doesn't ever think about the camera movement. Here, it's flying around too much. Getting the camera right is a bit of black magic, especially once you're good at your own game. Because I'm sure it's fine while you're doing well, but when a noob like me starts blundering around, it is swinging around too much and too quickly.
- The "slide" under things is nice, but its impossible to activate when you're standing against a small opening. I have to run back, then run towards it again. I feel like hitting forward and down, then dash should slide me through it. Why even have a down arrow, I wonder? It's adding another button, but it's not that rewarding or interesting of an input. At best you are just moving like normal, at worst you get stopped up. Doesn't add much IMO.
- Randomly dying if I climb too high, assume this is a debug thing.
- Is there gamepad support? I can't get mine to work, and christ I really want to use a gamepad here.
- Sword dash thing is C O O L. Love it. Feels good.
- "Tight Squeeze" level is a HUGE difficulty jump. Good lord it's frustrating. The first "spike pit" isn't hard, but I hit my head about 10 times every run on the block above the pit on the right. When I get through that one I don't feel good, just irritated. The next pit is just PUNISHING. Once I'm getting hit by those blades it's over. And once I finally got through it, I made a jump forward and went out of the level bounds or something and died. It wasn't very clear. I would be very careful with letting the player jump into a void and then severely punishing them for it.
- Any reason for having health at all? Almost feels like one hit kills would make more sense. Not sure, just my impression. Sometimes I feel like I fucked up but can just grind forward regardless.
- The mailbox goal doesn't stand out very much. Generally I don't even realize I'm at the end of a level. For such an important item, I would make it stand out more. Animate it, change it's colors, size, whatever you have to do. It's important, make it make an impression.
- I don't really like the current "complete level" system. The game gives me no feedback that "You did it, good job". Half the time I accidentally just exit the level because I'm still pressing buttons. Imagine a victorious song playing, giant "Level complete" text sliding in, the character cheering, etc... Give my monkey brain a reward.
- "Stole from Celeste" level gets back to an appropriate difficulty. Meaning, way easier than the previous one.
- There are too many instances where I "save" myself by hitting my katana into the side of a platform, but then during my jump back up onto the ledge I hit my head on some other platform and go back down. That feels really bad.
- Stacks of two sword target things feel way better than single ones. Missing the single ones got me raging.
- "Floor is gone" feels like another difficulty spike. If I could use a controller, I'd want to play farther into the game. With the keyboard controls, I'm getting too frustrated, it takes a while to get used to them.
Overall, really good job. You're gonna make it.
Really excellent feedback, thank you! All good points. Stopping when you start a new vector was because it's quite hard to "aim" your new one while also moving. I'll see about coming to a smoother stop though, that's smart.
I'm a fan of these interesting movement mechanics. I really like how you have the course of the boomerang displayed. It's certainly cool and has potential.
There were a few things that really confused me, though. What is the failstate exactly? It felt like sometimes, my boomerang would hit something and just go back a little bit. Sometimes it would go all the way back to the aussie. If it flew over a pit, that was a fail, which I don't understand why. It also felt more like I was just grinding the boomerang forward one step at a time. The fact that the boomerang kind of "hovers" at random points is also unexpected. When I think of throwing a boomerang, and with these cool movement mechanics, I imagine myself lining up and making a sweet ass shot that curves around some obstacles, gets the gems, and then safely makes it back to me. The step-by-step movement had me feeling more like I was just shuffling an unwieldy little vehicle through a maze than throwing a boomerang.
Something wasn't quite clicking for me. I wasn't really seeing the "right" thing to do aside from blunder forth. You have a great mechanic, I think it just needs a bit better messaging.
Wow! This is a really unique and fun game. Well done dude, well done. I love it. I got the golden cup and got out after about 7-10 tries. I think this has a lot of potential as a full game. Few notes:
- Really wish Q/E leaned out a little farther. Feels like they just rotate the camera, and barely peek out to the side. I was using them a lot, but I had to move an inch, check, move an inch, check, etc... If they leaned out farther, it would make the gameplay smoother.
- Nice use of audio cues. At first I was a little confused what was happening. Then I realized, ok I have to actually pay attention to the audio and think about what I'm doing.
- It's not entirely clear what the relationship between sound and getting noticed are. I was crouching the entire game and didn't really tiptoe at all. I just focused on lines of sight.
- Great atmosphere.
- The plunger and oil felt like they were a bit unnecessary at this point. Maybe as things get more complicated, but I didn't use them and had fun.
Thanks. I built it in a few days, with the intention of having ~3-5 minute of fun.
>Also little HUD indicators that tell you if orbs are just outside your camera range, so you can think ahead a little more.
Great idea! Thank you for the feedback. Going to add this, along with some camera leading along your target vector.
Nice little puzzle game. It's cute and pretty well designed too. I was a big fan of The Witness, which was pretty much a perfect puzzle game imo. In that, there was no "tutorial" levels. The whole game was basically a tutorial. I think that approach is a good idea here, too. There's no reason to have a special tutorial section, that just makes the player feel a bit defeated that all they did was complete the tutorial. If you hadn't labeled them in that way, a player who completed all the "tutorial" levels would be feeling pretty spiffy! And they'd probably keep going with the game.
As for making tutorials, it's too rushed! Every single level is about a minute or two of play with an entirely new concept. That adds up to an extremely high density of concepts. Overload. You can try smoothing things out a little bit. Players learn by experimenting and doing things, not by reading text. Make the puzzles just force the player to interact with the new concept to solve the puzzle. The act of figuring that out and solving the puzzle is really satisfying! Being told the rule, then just executing it, is much less fun.
I think a good goal, is to avoid text explanations entirely. The genius of the witness was that every puzzle you solved just advanced your understanding of the rules a little bit. Just an inch. But every subsequent puzzle relied on that knowledge, so before you knew it you were doing really complicated puzzles. And I think your ruleset has enough nuance to accomplish that same thing. Good job!
Very charming game! I really like it. Here are some random notes as I played through:
- When I pick up an herb, I wish it told me what I picked up. What is this purple leaf?
- My character seems a little bow-legged when they walk.
- Wish the mayors tour introduced the characters, not just their shops. That's a big part of the HM games for me, meeting the villagers and then getting to know them.
- I can tell you're a bit worried about players getting bored because it's taking too long. I would relax there a little bit. It's fun to learn new things about the town, the world, the people there. It's half the reason someone would want to play a game like this. So I don't think there is a need for the mayor to say things like "Whew this is taking a while isn't it".
- When he says that, it gives the impression that he thinks its kind of a pain in the ass to show you around, haha. Actually, the way he talks about the villagers doesn't make it seem like he likes them much either. If he's meant to be crotchety, that's one thing. But i'd imagine the mayor would be proud of his town, and actually like it. Why else would he be mayor.
- Went behind the counter to talk to Osterwald, and the game broke. A small dialog box came up that didn't fit the text, but it said something like "You're the competition, I'll be seeing a lot of you around". Then the dialog box closed and I couldn't input anything.
Lost my save there because I was playing out of the rar, which is sad. I want to meet more people in the town and play farther in the game. I'll try and load it up again later. Really nice work though, I can tell you're really starting to build up that comfy, enjoyable feeling that HM does so well. When I think of myself playing the game, I am excited for what is to come. So keep it up!
>Potentially just shifting the camera off centre while a shot is fully charged and held for over as second would be a good way to reduce the feeling of RNG.
That's a fantastic idea. Adding that for sure. My friend is working on some sound effects and music, I'll get that in soon. And I'll make the angles more forgiving, especially for the smaller orbs.
Thanks for the feedback!
The art and animation is obviously excellent. The feel is excellent too. Very nice work on those fronts.
With the controls, it feels like I'm fighting against my character a bit. When I hold left and attack, my expectation coming in was that I would attack to the left. Changing direction in general seems difficult for me. It feels a bit like fighting game rules. But in fighting games, you have one enemy who is always right in front of you. Here, I have guys all around me. This seems more like a beat-em-up, where you are mostly focused on crowd control.
It really wasn't clear when an enemy hit me, except that I died. I didn't quite feel like, "Ah that ninja got me". Rather, I just felt "I guess someone hit me with something, somewhere". Might be worthwhile to have enemy attacks more clearly broadcast, and only allow one or two to attack at a time. I think it's possible to have hectic crowd-combat, and also have clarity.
I want to come back to this one and explore the combat system in more depth, these were just my first impressions. Nice work.
- Man, the difficulty is really punishing here haha. Not necessarily a bad thing, but with this level of difficulty, every single thing has to be extremely clear and deliberate. For instance, when I jumped into the path of an enemy projectile and died, that's fair. That's my fault. When I fell down and landed on something I couldn't see that killed me, that doesn't feel good, just a bit frustrating.
- I like the look of the game, I think you have a cool style going on.
- Not sure I like the fireball system you have. It almost seems like more of a puzzle mechanic in the middle of an action game. When I was turning the fireballs around, I never really meant to, I was just navigating around and trying to shoot a fireball the other direction. Not quite sure why I have to click twice to launch the fireball. It lead to me just clicking wildly, there was no reason not to just shoot as many as I could as quickly as possible.
Keep polishing the core systems up and I think you could have a pretty nice little difficult platformer.
- Very floaty control, but it works because you're underwater. I like that you're intentionally going really floaty with it.
- Booster is fun, but feels a bit unwieldy. In general, I think the top speed of the character is too high. Have a bit of a whiplash effect where I'm zipping all around and losing control. If the top speed was lower, and the "pickup" on the booster was slower, I'd feel much more in control.
- W to "jump" feels basically useless, I can't get up any ledges with it. I have to boost everywhere. If that's the case, might as well just lean into that.
- I like the different weapons, feels good. Fighting enemies doesn't feel as good, because of the speed I'm whipping around at. It makes it hard to feel like I'm in control and aim my shots.
I think if you tamp down on the movement, you'll have a nice platformer here. I didn't even get into the PvP aspect, so sorry I don't have feedback on that or the deeper parts of the game.
I'd focus on the actual shooting and movement mechanics before adding anymore systems. Right now it just doesn't feel very good or interesting. Everything is exactly linear, there is no play to any of the systems. Games like this live or die by how fun and interesting the second-to-second movement and shooting feel.
The look of the game is great. The sound is great too. Nice work there. I liked the clarity and consistency of the items you get, and the games systems. They're communicated well. Landing hits and blocking all feel good. But I can't help but feel there is more unrealized potential in the combat system. I'll leave it up to you to determine how much of that is me, not having played very deep into the game.
There was a bit too much of a "rock em sock em" robots feel to the combat, at points. I hit you, you hit me. If I backed up to try and avoid a hit, I still got hit. Blocking, then counter attacking, I still get hit. I need to use the dodge more, but I also don't feel rewarded for blocking at all. I can just run up with block held down, and I'm guarnteed to block. But then I can't really capitalize on that at all.
A "parry" style block might be better suited to this. Where you have a window of "block" after you hit the button. That was I have to pay attention to what the enemy is about to do and respond.
When I used a big slow weapon (the pike), I kind of expected it to have more of an effect on the enemy, too. It hurt them, but they didn't really react to it at all.
Anyway, I think some small changes could add a lot of depth to the combat. Either way, it's a good game. Keep it up.
Ok, played on the server for a bit on the mage track. My notes:
- I like the theme of the game, and the style. It's silly, and I'm into that.
- Enemies and projectiles all felt a bit samey. All the enemies projectiles moved at about the same speed. There was some variation, but it wasn't quite pronounced enough to make me feel like I had to watch out for anything, or change my strategy.
- I was excited when an item dropped and I picked it up. But I couldn't tell if it was doing anything, it all felt the same. I can see you're going for longer term progression, but creating that moment of "oh awesome, now I can do X" is important imo. Like, if i picked up the amulet and my attack speed was twice as fast, that would feel great.
- Mole king had so much fucking health. It was a bit exhausting, especially when most enemies died in a couple hits. After hitting him ~100 times I got bored of fighting him.
- Love the idea of PvPvE. I think that's a strong feature, and though I didn't run into another player, the NPCs were nice. Wish they were a bit more of a threat though. I destroyed them pretty easily.
To sum up, I think you have some good potential here. I'd mostly think about how long term you want to progression to be, vs how rewarding you want it to be in the short term. My feeling is that it is tending a bit too much towards the former, and skimping a bit on the former. Part of the charm of these games is that you can make some really silly powerful stuff happen without a ton of effort. However, I am thinking about it in terms of playing ~20 demos, so it's not the ideal context to judge something that asks a longer commitment.
The look of the game is pretty good. The models have a nice low-poly look. I think the movement needs a bit of work, though. The character moves really fast and jerky, and the jump is very floaty. A few things that might help:
- Hitting left/right should accelerate the player to their maximum speed over a short span of time. Might want to lower the top speed a bit.
- Increase the gravity, and the jump force. I just feel like I'm floating in the air for too long.
- I was getting caught on ledges as I tried to jump up.
- The camera movement is a bit much, in my opinion. I'd try adding a bit of a dead zone, and a smoother "pickup".
- I ran out of ammo on the very first enemy, and then just had to run past.
It's a good start, I like where you're going with it. Keep it up.
Before I comment, I have to point out that I am not a fan of Sonic at all. Never liked them, and this clearly takes influence from Sonic. Now that that's out of the way, here's my feedback:
- I think there are too many systems. The initial impression of a bear on an ATV is great. Funny, catchy, interesting. But it's making a certain promise: a big fierce bear on a trucking ATV rampaging through the forest. But now I start playing, and I have all these weird systems. Eating, calories, platforms, hitting control on metal things, and so on. Come on! I'm a bear on a fucking ATV! It's too fiddly.
- The actual movement on the atv feels good.
- It is simply insulting that a bear on an ATV get hurt by running into deer and birds and crap. Come on!!!! I'm a fucking bear on an ATV!!! I should be TRYING to run into every bird, deer, and whatever I can. I would remove the "space to attack" altogether, and just make him automatically attack anything he touches. That sounds way more fun.
- It has the same problem as sonic. It promises that you "gotta go fast" then punishes you horribly for going fast. There is so much fiddly stuff everywhere causing me to crash and get hurt, then I have to stop and eat berries from a bush. Focus on the core experience here, and make sure everything is supporting it. Because right now it feels like everything is working against it.
- The speed feels too binary. I'm either stopped or puttering along. Consider having an initial quick phase of acceleration, followed by a long tail. That gives you an incentive to keep moving and building up speed, not stopping every 5 seconds.
- I don't think the system where you have to press ctrl to interact with the "boost" things and the "springs" is good. Why don't they just automatically activate every time I touch them? Right now it's just punishing and lame every time I miss one.
To sum up, I think you have a fundamentally fun system of controlling the bear on the ATV. But there are so many other systems built up around that that conflict with it. Don't try and make the game into something it's not, make it the best version of what it actually is. Really hope my feedback isn't too harsh, I just see a path to a good game, and want you to take it. Good luck.
- Story is awesome. It hits a great balance of cool/weird/silly. Time Snails are an excellent MacGuffin.
- Ok, so the feel of the player movement is excellent. It is just fundamentally satisfying the way you can move, drift, and change direction. However, the control scheme obscures that, badly. I strongly recommend you rethink the control scheme. My suggestion: 1. M1 should be your acceleration, not W. The ship is following your mouse, so it is very intuitive to have the mouse button control acceleration. 2. You should always be drawing a trail, you shouldn't need to hit a button for that. 3. Space to drift is fine.
- I'm not convinced of the glyph drawing. I hate to say that because I can see you put a lot of effort into it. But when I try and draw glyphs, it just feels frustrating. Which is a big contrast the the great feeling of the movement. I remember Jon Blow tried to make something similar, but eventually abandoned the idea for various reasons. And his was just with the mouse, you didn't even have to fly around.
- Drawing symbols is something we are so practiced at. Forcing players to do it clumsily just doesn't feel great. This feels like a great core mechanic (the movement) in search of a game.
- Take this all with a grain of salt. It's completely possible, even likely, that the graces of the system were lost on me, and won't be lost on others. If you have a vision for how this will work and you believe in it, keep going.
Very good! Nice work, it's fun. I don't have a ton of specific feedback, because I think you have it pretty keyed in. My main point would be the observation that the most exciting fights, by far, were the ones that involved environmental hazards. You have a really good handle on the spacing and timing of combat, that feels good. When the fights are taking place in an environment where you are forced to think about where you are moving, it really completes the experience imo. In the first area you have spike traps and fire traps, but I think there is a lot more potential there. Especially when you start thinking about how the player, enemies, and environment all interact. Imagine a room full of exploding barrels. When you're fighting a fire mage, you want to avoid the barrels, and even get other enemies near them if you can because the fire mages will accidentally explode them. Or, what happens if a fire mage hits one of the bats? Maybe the bat gets lit on fire and when he hits you, spreads the fire to you.
Anyway, just something to think about. Good work.