Adding a WASD control would be nice. Otherwise, the rockman vibes are too strong.
I need Rockman Battle Network now
This game looks so big and I feel my comments cannot live up to the vastness of the game.
The design is pretty nostalgic. Reminds me of playing the ancient version of Legend of Zelda game (albeit I did not finish one).
And yeah the bump mechanic is pretty frustrating for me as the enemy keeps charging to me and I don't want to risk HP to keep the game going. I prob need an assist mode to keep exploring the game.
In mobile the game runs smoothly but the controls to me is a bit wonky. Probably too used to fast movements.
Overall this is easily a champion in this game jam and I am looking forward to finish this later. ( along with my other backlogs.)
Controls are feeling great. I like the dialog effects, tweens and the sprites.
You said you lost direction but this can be a simple survivors game.
Obtaining different wands and passive powers would be great.
For the dialog I suggest make the CONTINUE button finish loading the dialog instead of skipping it.
The effects are good here, so looking forward to your MVP
The cover art and the environment are really cool and matches the theme
However I got softlocked after defeating the first enemy. I get enough blue crystals for only 1 wrap.
In this case you should make a blue crystal spawner so that your player wont get soft-locked.
Gameplay wise it is cool but the resources economy need more effort.
The planet animation and the logo is pretty amazing. The robot and the environment is also pretty cute too.
However the difficulty spikes kinda put players off. The player can only take fall damage and there are no ways to avoid. Part of the traps are not obvious enough for players to dodge.
Spiking the difficult too high then most players cannot really access the rest of your content. Beware of that.
Excellent work on the laser-impact effects, SE , and audio.
For my taste I kinda prefer cards-dealing instead of dealing with the panel.
Also some indicator-text that shows the robot left hand and right hand would be great.
A preview of your steps will also be a good quality of life change.
Still on the first level stho.
I love you spent time designing the cutscene to TROLL us LMAO. And a "skip-cut-scene" button is also a nice quality-of-life.
The music fits the cut scene as well.
Guess I don't need to play your game to know it is good. (JK ofcz)
So for the game, it is really joyful and Im gonna pretend Im dont know Chinese lmao
BTW "power troll" does seem pronounce like "Balatro".
The mechanic is to toss power-ups to NPC and let them do their thing. This is a pretty cool mechanic. Just like goose game.
The bird keeps taking the rock and I cannot even pick up the vase,
Also a warning box of the lighting would be better for player, tho I doubt the player is fast enough to react.
The art style and animations are sort fluid tho and yeah Sisphyos design is pretty cool.
Having a control that I can pick up the vases would be cool.
Liking the spines animation too
Took me a while to figure that you can only stack bottom up.
The devils (aka flies from beethezub) are coming too slow and the lack of audio kinda kills the feeling.
They are coming so slow and a timer showing for meat cooking would be good.
Kinda nice concept. Looking forward to drinks update.
(btw they like burnt burgers huh ?)
The graphics are kinda clean (though the lack of shadows does make the game look odd).
Managed to get to the first 3 levels but sorry I got bored as there are no new mechanics to introduce.
Having 1 player to control the NPC kinda makes the NPC feels controllable ??? it feels kinda odd.
Anyways the game feels OK for your first time and looking forward to see this concept getting more refined.
TBH I am not used to these controls. (pretty hate it to be frankly)
I like to have the "W" key for jumping coz it is better for my hand.
The POGO is pretty hard to perform since the enemy is also moving on your screen when you try to aim.
Pretty hard for me to get thru the level.
The checkpoints are nice though.
Music kinda fits and the punching really delivers the power, especially the animations. Well done,
( I prob suck a lot with platformers...)
I am not used to the controls so timing the jumps are hard. I miss controller.
I could not get past level 2 as there are not enough space for me to maneuver.
Prob make the starting levels easier plsss.
The concept of designing your level but being forced on certain level is quite interesting.
And also like how each time the starting level is different.
The card-fan tween animation I felt it is a thing that I need to learn.
Love the coding game aspect of this puzzle and it really burns my brain zzzzzz...
Great BG. Soothing music. Cute robot. Collecting POWER. So polished.
BTW are the cards randomly drawn after each play ? Having an UI to show which cards appear might help ?