2nd encounter and I get the below. not sure if I have ever seen that level of upgrade early on.
iceninexp
Recent community posts
I saw the update and gave it another go.
The last few boss stages I still found really difficult. 435 total deaths.... 175 or so of them in the boss room. I am not going to punish myself getting the remaining gold. All power-ups and the final cut scenes are enough of a win for me :)
Overall this was really, really well done, especially with using RPG Maker to create a platforming Metroidvania.
Feedback from my play through:
There were several times I felt the difficulty was quite brutal, even on easy mode. Some of the platforming just seemed a little random in terms of outcome, especially with the blue flames.
A little more guidance/hand-holding would perhaps be a little kinder to the player. There were multiple times I followed paths that I could not complete due to not having the required power-up, but did not know that. A power-up was gained in an area and it seemed like an area was accessible when it wasn't. I just thought I was terrible at platforming (well... still questionable on that!) when I just needed something to communicate to me that something was entirely not possible.
Remapping/swapping the controls for the menu and dash ability. It was just a little/lot clumsy feeling to suddenly have to adopt the C key, one over from the option menu, to dash. The amount of times I opened the option menu instead of dashing were many. That absolutely could just be my experience.
I primarily played the web version but also the downloadable. I didn't notice any difference/lag with control input performance, so I am thinking I am just not great at platforming.
There are some incredibly well executed concepts and ideas in this nicely polished Metroidvania, and I thank you for developing it.
Ok... made some progress. The room I was stuck in was more manageable, I appreciate the patch.
I thought I was stuck in the room below until I realized I could change difficulty to make the easy blocks disappear.
I could not backtrack out of there (a grate closed off the previous area), so I am thinking the boss fight is mandatory?
There have been a few times I thought I was stuck, for example, once I had the wall jump, but before I had the gravity suit, the top right timer area that leads out of that area I thought I was just really bad. I could get to where I needed to go just not at all within the time limit until I got the gravity suit.
Currently on phase 3 of the boss fight. Been on phase 3 for about 20 minutes. It is pretty brutal, lol.
I think it is likely a skill issue? I am pretty sure those blue flames only launch to the right. I can use one jump to reach the top most flame of the three in the bottom left corner, which gets me to that first launcher. With the saved jump I can reach sometimes (5% of the time) the next launcher. After that second launcher, I just consistently hit spikes or fall. The only powerups I have are the double jump and parachute and the ability to walk on the grids.
I have also tried launching to blue flames on the other side form those initial three, perhaps made it twice, and they just launch me into spikes or I fall.
Cargo is health, unless I am not understanding. Regular (white) dice and cargo (orange) are all counted towards hitpoints/health. The enemy gets to decide where to take damage, just like you, as the player, does. I would rather take a hit of 3 damage on a 5 die than completely lose a 1,2 or 3 dice. The enemy does the same. The more dice you have, the better your damage output is with more potential scoring dice.
Sometimes cargo is not good. If you run into a pirate ship with an unwanted potential crew member and refuse the deal, the pirate will go ahead and fight you. If you only have a 2 points of cargo, usually it will be worth it, but if you have 20 points of cargo for a 'mediocre' crew member, they will force you to fight. Depending one where that happens in the run, it can be bad.
Mates are maybe the best early game crew as you will get more encounters. So many other super great combos of crew are available, though
Same thing happened again. Fade to black and back again, no loot. Just hanging out on the other boat.
Console message populated with the below, but I am not sure if that is related:
Uncaught TypeError: this.role.ri is undefined
Fn https://html-classic.itch.zone/html/11449738-1081539/index.html:1
qe https://html-classic.itch.zone/html/11449738-1081539/index.html:1
Ue https://html-classic.itch.zone/html/11449738-1081539/index.html:1
The abandoned ship - it did transition to black and back, but no loot was added.
I think the beginning events having such an impact on success is fine. It makes some runs a lot more challenging, which is good.
Ahh... the Trident, one of the Seafolk mentioned a special trident that holds great power, so was wondering what that power was. Maybe just being a frog :)
Great game as always!
One issue I encountered was getting stuck on the abandoned boat. Character went over and did not come back, just stayed on the other boat.
Initial encounters influence winning quite heavily.
The Legacy powerup is super useful. It would have been nice to have a "scuttle" option after defeating the last ship, mainly because I had the Mate and Bard all highly upgraded, which led to non-event random encounters, and losing was kind of hard. The Seafolk were a great addition, although I am not sure what the trident did all the time.
Thoroughly entertaining!
Caps lock was not on, and I still had the ability to jump. Testing in another browser, I noticed that caps lock being on stopped both shooting and jumping.
Reloading the save, I could still not shoot. Without changing anything, when I died, I returned to title and started a new game, and could shoot/jump. Reloading the previous save, that save still did not allow shooting.
So unfortunately not an input issue as this apparently corrupted my save.
Hopefully that might help a little :)
Incredibly well done. Very few "awkward" interactions, the only mild one I remember was using the tarnished door at the end, but then Purple Mort eventually prompted the sneaking thing.
Really innovative, especially using the drone and the vents.
Overall, very nicely polished and thought out, with lots of satisfying puzzles.
Thanks for a great game!
An incredible well crafted Metroidvania. Really nicely polished. Mechanics were very well executed.
The only suggestion would be to bring a little more attention that the map is available for download somewhere prominent in the description, with the game not having a built in map. I missed it the first few reads.
I was very impressed with the diversity of pretty much everything. I did not encounter a single bug.
Besides it missing a map, the bombable area to go down below I missed the first few times, seemed it need to be a little precise, but I got there in the end. Pillow acquired with 88% completion :)
Very nicely done... and good luck in the Alchemy Jam :)
This is very innovative. I think the only things I found I was missing was a way to end the day early (in case I accidentally closed the buy menu) and a have some of the platform background objects be a little more prominent. Once I figured that last one out, exploration was quite rapid.
Interesting and good stuff :)
That was really neat. The putting the pictures together was a little fiddly until I realized they did indeed snap into place. I had recreated the image upside down and thought something was buggy. It would have been a little more satisfying to see the final circuit do some thing, and they might have done that on later levels. All in all, very cool concept.
I just wanted to thank you for such the incredible experience I had when playing this game. There has never been a gaming experience that has unfolded as this one did. It was very magical, mysterious and satisfying. It had all the hallmarks of an innovative AAA title, with some reflection and reverence to older classics but was delivered and communicated in a such a special and unique way. Thank you again. The experience still resonates almost 15 years later.
That was fantastic! I think the most satisfying coin pusher I've experienced. Really enjoyed the claw/spin options. The only issue I encountered was the spin ceased to work. Cost is 190 points and I had over about 300, and the "spin" light stayed on, like it was active, but no spinning ever happened. I did create some fantastic coin jams in the backboard and it was really satisfying when they dislodged themselves. Really enjoyable and the mini games really took it up a level.
Wow! What a bunch of fun!
Everything looked great and the story/dialogue was fantastic.
I encountered no bugs, just quest lines and dialogue that are currently not available to complete, which is absolutely understandable.
Combat was a little repetitive at times, and if I didn't save (like in the Archive) and lost to the boss spider, it meant some redoing. That was primarily my fault, not saving, and thinking that there would obviously be spiders near the pickups, the pickups that made beating the boss a lot easier. I am not sure if an auto battler would be at all beneficial, and you would lose out on some of the humorous dialogue.
I really, really liked some of the NPC dialogues, it was light and humorous and added to the atmosphere.
Movement sometimes felt a little slow, but that was likely due to me back tracking a whole lot.
Very well polished and enjoyable!
Great job!
The movement I can understand it not being faster. As it is right now I still accidentally moved blocks when I did not mean to. If it was faster, I think that would happen more.
I think if the reset was adjusted to either reset the blocks to their original position if whatever puzzle was not solved, or reset to a "solved" state if the puzzle had been solved, it would prevent some locking scenarios. That might entail multiple reset states, especially if there were multiple puzzles/blocks in a room.
I'll try playing again later :)
There seemed to be too many opportunities to have to restart from the beginning. If I got the first L shape, coming back to the room with the lasers (after the pong room), if I dragged a block accidentally making the laser cross the entire room, I can no longer get to the rest of the room. A reset did not move the blocks back to a "safe" position where the lasers were passable, and the shape was no able to progress as it was behind the laser.
Similar things happened if you had moved blocks with the starting piece.
It is an interesting concept. If I had been able to switch pieces maybe that would have resolved the issue? Also it would have been nice if the movement speed was a little faster.
Interesting!
This is crazy good. I need more brain to get more into it. I don't think I have ever played anything quite like this. Pawns/Wolves going backwards made me pay attention. Controls are a little awkward but kind of fit (the whole backspace to cancel). I do really appreciate the option to turn off the CRT stuff... love the effect but can hard on my eyes. This is awesomely unique, I kind of suck at chess... and I am baffled why there are not a bunch of comments.