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DramixFirecaith

15
Posts
A member registered Jun 16, 2020

Creator of

Recent community posts

The progression here is really good. I really felt like I was in a spaceship. The spells felt a lot more fluid this time. I did run into a bug after going far right with my camera it was locked at a specific angle and could not move it anymore, but besides that most of my comments from the prior test still hold for the things id like to see.

-Jarek

I really enjoyed seeing how much progress was made. I was looking at the test questions and they seem to be the same as before so most of what I said before still holds.

Great work!

I did notice one bug. When the player enters a battle it shows the default text of  something like "Player card move text" 

-Jarek

  • How many enemies is appropriate per level?
    I think I would need to see a level with many enemies to get a real feel for this question.
  • Would you prefer a HUD?
    If we have collectables or HP I would like a HUD
  • How strong should the enemy attack the player? 
    Depending on how difficult you'd like the game I think enemies should be pretty strong though.
  • How should the player attack? Would you like mouse click combat or full keyboard combat?
    I would prefer full keyboard combat. Maybe a ghost slaying sword?
  • How do you feel about the jump height/power? Should it be lowered?
    I am all about feeling fluid in the game and I feel like the jump may have been overly nerfed

-Jarek

  • What about the current world do you like/don't like?
    I actually like the fact you can go out of bounds, but maybe a way to fix that is if you do you lose some resources and wake up back at the house.
    I also think that the walking sounds may be too loud, but I think I could be overthinking that since that is one of the main things of focus.
  • How do the controls feel? 

    The controls feel fine, but I think in a game like this a jump may be nice.

  • Given the game is focused around magical crafting, do you have any suggestions for recipes or items that would fit the theme? 
    I think in games like this something that is kind of suspected is some sort of flying capability. 
  • Is there anything you hope to do in the game that has not yet been implemented?  
    Some sort of fight with something much bigger than the player. / maybe just any type of combat

    -Jarek

  • What types of cards or upgrades would you like to see? 
    I am not sure if it is planned that you shuffle your hand each turn if it is an upgrade of keeping maybe 1 or 2 cards from the last hand could be very good gameplaywise. I think some sort of "Final act card could be interesting where it gives a flat affection amount and takes all of your current points and multiplies the affection by the number of points you have (the card overall should be pretty strong)
  • What types of enemies would you like to see added to the game?
    Dark magician 
  • Does the overall movement of the affection slider feel good?
    I think its fine, but some sort of animation on the enemy getting hit with the move like -10 affection and a slash through them would make the slider feel that much better.
  • Is there any other additions you would like to see?
    Not anything more than the card I described above.


    -Jarek

-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?

I think in some parts the game can be too helpful like the key quote. I think something more of "I need to find a key" instead of I can pick up the key in this room may help.

-Are there any specific puzzles/mechanics you would like to see?
Not exactly anything I can think of more than just more puzzels.

-Does this room look like a spaceship room?
I think the atmosphere is speaking more of a school (which I think is also the theme) it somewhat reminded me of riddle school flash game. I think changing the main color to a brighter white and maybe the darker colors with a darker black as well as maybe some windows that show space outside. I think that this would still give the school vibe and a better space vibe.

-Does the walking seem intuitive?
The walking is pretty rough although I think the best thing would be just to increase the movement speed.

-Does the spell usage seem intuitive?
The spell usage took me a really long time to understand. After I understood it I was thrown for another loop by going to a door that looked identical to another door told me I could not use this spell on it. I was stuck so I ended up trying to use the original spell on that other door and it worked. After the main confusion which did take a while I got the hang of it.

-Does the information in the text box help?

As stated above I think they can be a little too helpful, but overall I think they are good.


-Jarek

  • How does movement feel?
    The movement feels very fluid maybe a bit too fluid in the air though.
  • How does the camera feel?
    As I am sure you have already heard the camera can see through walls, but otherwise I think its perfect.
  • How does the level feel so far?
    I like the level so far, but as of right now I am not really getting a ghost vibe as described above. I think it needs to be much darker.
  • How do the controls feel?
    The controls all felt natural

    Bug if you flip yourself towards the camera and then flip the camera to your backside and jump both sides of you will only have the backward-facing jump animation.

    -Jarek

I think a lot of what I said got covered in the discord call, but I thought the pacing was nice, I thought that there could be some punishment for messing up on a module. I think there are many ways to deal with the fact you can do that certain module not in the traditional order and I am curious to see which path you choose. I still think a cool upgrade would be an ability to freeze time just for a bit maybe after clear so many modules you get some sort of reactor cooler you can use and it stops the countdown. I think when the reactor gets near exploding screen shaking could be very helpful to add stress.
-Jarek Yatsco

How was sneaking? 

The sneaking feels pretty good, but I think we need more danger.

How was Whetzel detection (ex. range, the accuracy of detection)?
The detection is pretty good I think the Whetzels need more range.

Do you like your move speed?
I think my movement speed is fine, but I think the Whetzels need to move faster

What do you think of the map size?  
I think the map size is fine but needs more enemies.

What skills would make it more fun?  More challenging?
I still think a dash would feel really good. Faster enemies

Did you like the music and volume level?
Yes, I think the music was a good volume.

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I really enjoyed the improvement from last time. I loved the animations after losing each body part. The only thing that I have to pick out is the fact that the hand throwing was a little confusing I eventually understood what to do, but if you manage to remove both of your hands you get stuck in a T pose of throwing the hand. The dial feels very easy to understand and use and I feel it is perfect for a body part switching system. Going back to the arm throwing I didn't get how to shoot it at the angle correctly until a little after using it, but I think that is a given I also thought that the strength could be increased. Although I thought that the gravity and the distance were fine.
I feel like the scenery combats the character a bit the artwork of other characters shown and the main character feels as if they would be in a much more somber atmosphere it reminds me of hollow knight.

-Jarek Yatsco

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Music volume: is it too loud, too quiet?
The music volume was fine

What did you dislike and why?
I wouldn't particularly say there was anything I disliked, but I think the game could really use the game flashing red when taking damage. I also think the game could use the enemies having red bullets instead of the same color as the player.

Is the objective clear?
Yes, it was very clear to attack the robots and use their points to repair those machines.

Also to note I had a game-breaking bug where when I upgraded myself I got caught somewhere after upgrading I moved down and right about 4 tiles,  then I couldn't move or shoot anymore.

-Jarek Yatsco

  • How does the pacing of the game feel, is it too fast or too slow?

    I think that the pacing of the game is a bit too fast it quickly got to a point where there were so many repairs I ran out of time.
  • In what ways might we be able to improve the challenge and the 'hectic-ness' of the game beyond the difficulty of the modules and timing?

    Obsticals like wet flooring or maybe smoke(radiation) that can reverse the controls
  • Would you like to see Ernie have abilities/upgrades and if so what would you like to see? 

    An ability to cool the reactor that slows the timer or a way to speed up the reactor, but if the area is completed you get more time back in the next room.
  • Game breaking glitches/bugs?

    Even when the timer runs out if there are modules next to me I can keep playing and even go into a new room.

    -Jarek

(1 edit)

What upgrades/weapons would you like to see in the game?
To name a few, Wide bullet, rapid-fire, homing bullets, a dash,  and maybe some unique abilities like specials like freezing time or an explosion.

What was your favorite mechanic? How do you think it can be improved?

I enjoyed the shooting, but I think it might be more interesting if the shooting was locked to the grid system, but the mouse.

What did you dislike and why?
I didn't like how sometimes the parts of robots I killed got stuck in the grid of a desk or a table and I couldn't grab them.

Did you feel like anything was missing and what?
Not anything that I can really think of at the moment.

Did you find the art aesthetic to be cohesive?

I thought that most of the art was cohesive except for the background elements such as the high-tech desk I think it combats the simplicity of the design of the robot a bit.

Did the controls feel natural?

It took me a while to figure out all of the controls, but I think a simple tutorial section could help.

-Jarek

How was sneaking? 

The sneaking felt good. I enjoyed how it always felt urgent.

How was Whetzel detection (ex. range, the accuracy of detection)?
I thought the detection was a good size, but maybe there could be some special ones with a much higher range.

Do you like your move speed?

I thought the movement speed was good, although I think it might be nice to have an option to run, but limited by stamina.

What do you think of the map size?  

I thought the map size was fine, but I did notice there were some parts I could go to that were just empty and probably could have been cut.

What skills would make it more fun?  More challenging?
I think a skill that could be interesting would be a dash through walls. Another one I can think of would be some sort of RC car thing that I can drive that lets me, scout, out the area ahead and if noticed is still targeted and destroyed.

Did you like the music and volume level?
I thought the music was good it gave a good feeling of stress.

-Jarek


How do you feel about the brief puzzle mechanics?
I thought that what was given many unique puzzles could be made since all objects are solid.

Were you able to figure them out relatively quickly with a bit of trial and error? The puzzles were pretty easy to understand except for the one at the end I thought I would be punished for falling in the pit.

Did you get an understanding of the physics of the current body parts that were present?

Yep, the hands can be used as a ball and the feet as platforms.
I am excited to see what the final product looks like.
-Jarek