Well, it's supposed to be an endgame ability, assuming I ever create the endgame.
Were you actually able to skip areas/fights with it though?
Thanks for the review Rokas.
- I had no idea WASD was even an option, but it would explain why people don't like the controls (they were designed for Shift/Z/X and arrow keys)
- by "title" did you just mean the title screen, or the headline that appears when you enter a level?
- sound mixels lol
- what do you mean about the spikes? you want to have to fall on them to take damage? if so, that's fair
- i'll make the water seem more dangerous and text faster
aside from that, most of the bugs/problems you mentioned I've fixed this week. the death reset thing especially will be gone forever now that I made save points.
I have so many notes from this video, thank you so much.
One of the biggest ones is the vertical momentum - I made it additive for fun but you and the other commenter made it pretty clear that it's a bad idea, so I'll take it out.
There are a few bugs that I know about and have a fix for in the next patch, including:
Aside from that, your feedback in general on the movement and NPC interaction is invaluable. I should have made a few things clearer, like that Tara wants you to kill the sludges and that the lever to open the door to the boss fight is on the roof of Lauren's house.
Thanks again for the video.
Thanks for the feedback, especially the vertical movement (which is new). I think I'll revisit it.
The long dash is triggered if you hold shift, tapping it will perform a normal dash. Also, the missing boss fight is due to a race condition in game state checks; I have a patch ready but haven't applied it yet.
re the controls, they work fine on my machine :^)
Thanks for playing!
The web version is a very bugged with game states, but the general flow is supposed to be village -> gather lore about monster -> fight monster -> go back to village to get eyes fixed -> go to elevator.
Thanks for the feedback though. I've actually been thinking more and more about doing speedrun-friendly things like dash cooldown mechanics and cutscene skipping.
Edit: converted the web version to a platforming time attack
Maybe you already did this and I forgot, but putting a turn timer counting down or something would help a lot.
If it's possible to ditch the waiting mechanic altogether and indicate success with visual feedback (that can then be confirmed with a keypress), you should. It would fit better with the rest of Long Etyliv's mechanics IMO.
Pretty fun to play and a very impressive demo, although I will admit I'm not a huge fan of Harvest Moon games. The inventory system is good, and I appreciate the little touches like being able to immediately go outside from your room or any point in the inn. Also the corresponding folding/unfolding wall animations.
I think your world needs more color though, I don't like the gray-white of the inn and the rocks. The grass and water are what the rest of the world should look like.
It's also fun to feed customers spiders and rats
Gameplay is fun, especially gaining speed by spawning the bubble in a corner. It's lacking a dedicated bubble-bursting button IMO.
Dan was right about the complexity of the large cave area. I just ran to the end and screwed up the explosive barrel detonation, which kinda left me stuck.
Really cool mechanics, as always. Loved the shared items and the turn timer.
I didn't get the "hold both items to continue part" though, was it time-based? I had them both on my side, and tabbed out briefly to see if there was an extended description here. Then I was back in the dungeon and picked up the flowers to end the demo.
I went with what I was comfortable with. The dialogue button changes are just so you don't immediately re-open dialogue if you're skipping through it.
Also I think you should be able to rebind controls in the launcher for the downloadable version.
Thanks for the feedback and bug finding though, I really appreciate it.
also @danmakesgames was replying to a much older version with different, worse controls.
thanks for the review dude. i've unfortunately been aware of some of the input issues for a while, but the meteor slam one is new.
good call on the buffered input though, I should really implement that after midterms.