Love Medicine. Really happy that you made a game with her. I don't think the game is very good, but it mostly works. I fell out of bounds and that's what eventually made me give up.
create2019
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I was playing the game referenced in this game just earlier. Here is not the place to be reviewing that, though...
Your games are often very out-of-the-box, yet they always seem to hit. It's been a long time since I played Cave Story; it never hit me quite the same way it hit some people, but I still enjoyed it.
My earliest "game deving' was creating custom levels in Age of Empires. Not much programming involved, but you could setup conditions such as 'unit has entered an area' to trigger event, which is not that different from what I do for hit detection in all my Godot games. Modern game deving really is quite accessible.
I really loved Udongein X, it's one of my favorite fan games ever and it inspired me to finally play the Mega Man X games. So far, this seems like an upgrade in almost every way and I'm very excited for it.
My only concern is the double-tap to dash feature. Will it be possible to turn it off in the full game?
Good luck with the rest of the development!
Not depicted on screen: Okuu using her Subterranean Sun to mess with the players horizontal movement.
Game is good, but I wish it had actual balanced patterns instead of just giving the player 15+ lives. Messing with the players horizontal movement is just evil,especially during the last two patterns, although maybe it actually helps doing the tight circle on the final pattern. MAYBE.
I really liked it. The first card is probably the most difficult, so don't get discouraged.
Also, the bottom of the screen doesn't kill you, and you can stand on it for some pretty easy dodging without having to worry about vertical movement. I didn't want to use it since it seemed like cheating, but it might help you on some cards.
Nice game. Pretty impressive that you managed to include 5 different main characters, but I suspect the game might have turned out better if you focused on the ones with more interesting abilities. I really dig what you did with Hatate, for example. In general, I feel like cycling through a number of abilities/characters greater than 3 or so tends to break my flow.
I like that you let the player get creative with how to solve the levels, even though there is a clearly intended solution.
With the latest update (0.7.1), Classic mode is everything I wished this game was when you first released it. Thanks for making this awesome game!
However, the leaderboards don't display for me (update: or save for ,e):
ERROR: You are not authorized to call the SilentWolf API - check your API key configuration or contact us: https://silentwolf.com/contact
ERROR: SilentWolf save score failure: <null>
[...]
ERROR: SilentWolf get scores failure: <null>
Linux version.I'm yet unable to clear the 3rd boss, but I think I'll keep trying. It's a fun game, one of my favorites this jam, and it wouldn't be as dear to me if it wasn't this challenging.
The slowdown generally makes the 3rd loop more playable. In particular, I think the middle room in the 2nd set of rooms during loop 3 would have been very difficult without it. (It's still a bit volatile, but the player can simply dip in and out of the room until they get a good pattern.)
However, the slowdown during the 3rd boss is excessive enough to interfere with my enjoyment. Especially during the 3rd spell, the game runs so slowly that it is hard for me to judge how early I have to move to have time to move out of the way of the bullets. I have never cleared that spell, but it's partly due to me losing too many lives on the 2nd boss to get into the final boss with enough lives: on a good run, it should definitely be doable, so I don't think the game should be made easier. It'd just be nice if the difficulty wasn't in part due to the slowdown. (Obviously, large parts of the game would have to be rebalanced if it ran at full speed, so you may be stuck in a local minimum here.)
Also, it would be good if the game killed you after the time bonus reaches zero. The way I understand it, the scoring system is meant to reward you for being fast, since the score you lose every time unit generally is greater than what you could gain from just killing enemies. However, since the score loss due to being slow is capped, you could theoretically ignore it and farm enemies indefinitely for infinite score (and lives?).
I've talked a lot about what I don't like, but it's because the game is so good that I can list its flaws in just a short comment. Please keep up the good work!
This is fun! I was waiting to play this until after the scoring update, but I couldn't really wait any longer, could I?
I love the idea of taking the VS game characters and giving them more fleshed out spell cards. More like this, please! You did a good job of capturing the feeling of Enoko's attacks, and you've generally got a good sense for balance and playability. Apart from the Ice Fang spell, there is nothing too spicy. The final spell is really fun.
Perhaps the game is a bit too accessible for my taste. It's hard to please everyone with just one difficulty level, but the game is short enough and has enough bombs for everyone to make it to the end almost no matter their performance, so I think you could have upped the difficulty slightly. Or even better: make the game longer, but I understand the limitations of a 3-day jam.
Since there are no special mechanics this time around, is it even possible to get two stars? Bombing gets you down to one star, same as just failing the spell by getting hit.
I love how polished the game looks. Some of it simply due to Danmokou being awesome, some of it due to you all being awesome.
Enoko <3