Hello! Just curious if judging has been completed/have results emails been sent out?
Thanks!
This was great! I'm at 14 or so medals thus far? I have at least Bronze and Silver on most bosses and am going for Gold on Bosses 2 and 5 still.
Two points of feedback:
Stars scattered after an attack lands feel really ambiguous as to when their hitbox is active. I would jump right up through them on Dark Matter Blade to hit him during the lightning attack, but some other stars it felt like if I touched them at all at any point in their lifespan it was a hit.
Would it be possible for the charge strike to stall your downwards air movement? It takes a few frames to come out, which makes it feel clunky to do something like hit Whispy Woods' face. If it froze your air position for a second you could so some really cool "jump, airdash in, and pop them with a charge attack" sort of comboes.
Oof, honestly forgot that Block was a thing. I often played with it disabled because I was conflating side dashes with blocks. Adjusting the deadzones with my controller helped reduce misinputs, but I wonder if another/alternate input method would be good for that technique.
Ended up playing the rest to 100% completion on patch 1.1.
As you may have guessed, since I was willing to play to full completion: I liked this, a lot, and I'll be keeping a close eye on the full game. What you've put together for a demo has a boss roster that already puts a lot of full games, of any price range or studio, to shame - in quantity, and in quality.
I think the front half suffers from a certain lack of hitbox leniency and not having your tools yet, but when you get all the mobility upgrades and the range/damage buffs from Buddy 4 - that's when it all clicks, and things feel like they reach their peak. I would point out that bosses like Phan Phan are definitely more challenging in terms of moveset and patterns than Traitor Lord or Hive Knight (or really any non-Pantheon HK boss), and you have Monarch Wings and Shade Dash for those guys!
That being said, on top of the standouts I mentioned before, every boss from 21 onwards was fantastic. They were all just really fun, frenetic, and conceptually sound. Shoutouts to Daroach for being not too hard but really frantic and Dark Nebula for being totally redeemed.
28-30 are all particularly tough. I loved 28 and 30; I would echo CrankyTemplar's thoughts on the latter, as his video helped me find additional openings and get the Silver. 29 is fun too, but I would argue is actually the single most demanding fight in the game, even compared to the fights after. The 5-sword spin and the big petal pulse-in-and-out in phase 2, paired with the gaps in the bottom floor and lingering projectiles, is just a TON to juggle. If that's where you want him in the difficulty curve compared to the rest, I can't suggest you change much, though.
The bonus content behind the medals was the most fun I had with the game, which was the cherry on top to 100%ing.
Overall, this is great. I think design-wise these fights are very, very sound. I think it's a matter of shoring up the controls and hitboxes (coyote time, please!) and aligning the earlier bosses more with the upgrade curve at the start for the full release.
Impressive stuff.
Hey! Enjoyed Waddle Knight 1, and liking Waddle Knight 2 as well. I played WK1 with the benefit of it being just a couple months back, at the end of the patch cycle, so I sort of figured going into this one playing the demo there'd be some balance things. Figured I'd share some feedback from what I've played thus far, having reached Fire Dyna Blade.
The Good
The Bad
The Bosses
Thank you for the feedback! I have been experimenting with other control schemes, and I hope the addition of controller support will alleviate any controller issues. As far as keyboard support goes, Space to jump can definitely be added.
Later levels will definitely require mixtures of moves to proceed - right now, such movement is possible to string together combos, but not mandated.
I'm glad you enjoyed, and hope to announce more progress soon!
Hey there! Just uploaded a demo for my game Heir To Ruin, a combo-centric platformer. I'd love it if you gave it a try and shared your thoughts. I hope you enjoy it!

Page Link
https://devendgame.itch.io/heir-to-ruin

About
Heir To Ruin is a combo-centric platformer that rewards stylish aerial maneuvers. Inspired by the likes of the Mario and Mega Man series as well as Donkey Kong: Jungle Beat, the current demo contains 3 stages (consisting of a total of 9 levels) to play through. Give it a try and go for high ranks.
Any and all comments and criticisms are hugely appreciated. I hope you enjoy!
More GIFs

