Cool cool, can't wait to try the different difficulties then.
Hmm, if adding that in ends up being feasible. You could reskin one of the enemies to be a dork with a remote. Have them being the controller for nearby machines/traps so you don't have to bother with giving those individual defeat animation. Just the singular dork. or if you wanted to take it astep further, have the MC get the remote after beating them so the machines start targeting enemies instead of her. 馃槀
Course this is all stuff that's easier said than done but I'm excited for future updates regardless of what gets added
intheflame
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Just found the game recently and glad I did! The platforming feels good and the fighting is fun enough.
I will say having a tutorial to point out less noticable mechanics like the flowers would be good. Actually had no idea they did anything until I read the update log after playing.
Blaire could stand to be slightly less damage resistant for sure. But otherwise her fight is mostly satisfying in learning the pattern as well as having fun animatons even when you fail.
Do think a scrimbly more of i-frames for the player post grab would be good to stop chain grabs. Which right now don't really matter against regular enemies and are only lethal in a boss fight.
Did see the next stage was planned to be a school setting. If I could be so bold to throw an idea out there, it would be really cool to have a sort of factory or lab setting down the line with haywire wedgie/spanking devices.
That all aside, really cool game and look forward to seeing more of it!
I can see why you went this route. It would have been a pretty short demo without taking the quarter eater approach to difficulty.
Did finally manage to beat the boss and appreciated the thanks for playing picture. 馃槀
I did know that about the parry but have had instances where holding it doesn't always block even when I change the angle to account for the incoming projectile. Maybe it's just a skill issue on my end for this one?
Thanks for taking what I've said in stride. The actress did do a good job btw. Just need to suggest what I think would make that job better is all.
So after having played the demo(but lost to the boss in their third phase) I think I can give some constructive criticism.
For a first attempt at this style of game it's pretty good. Definitely more than milk but not quite the milkshake. Which a big positive.
I like the difficulty but the tools we're give could stand to be refined a bit if you're opposed to toning down the difficulty.
-The basic slap could have a slightly bigger hitbox/reach. Giving the grab a bit of a lunge forward would be nice too since it felt like I'd completely whif without being on top of them already if they were fleeing.
-The parry on paper works but feels bad when a large group is tossing projectiles since you might get one and then get multi-hit by the rest.
-I think giving a small amount more i-frames after hit would be nice and maybe the ability to burn energy on repairing health instead of relying on a pick up. (Which if you end up continuing this, having a small amount of upgrades would be a cool addition)
-The opening cutscene is pretty cool but having it cancel on ANY key isn't great. I had it skip when I pressed the volume up button. Would recommend swapping it to Space or Enter.
-The voice acting is decent but has room for improment. Slightly better reads/mixing along with reeling back the frequency of how often the enemies use them would be ideal. But take this one with a grain of salt.
I probably have more to say but this is getting pretty long. I do think this game is super cool and want to see it fully fleshed out. Open to discussing any part of it if you need me to clarify or give input on something else. Keep up the good work 馃憤
So the demo is VERY promising. Animations are serviceable to good and the monster designs are super fun.
Did notice the green enemies near the end and assume their animations aren't done yet. Hit a similar problem to LookImdone when returning from that section where it would load you into the wall and you'd get stuck. I also noticed if you do the dash towards some walls while in the air you'll clip into it and get stuck as well. The only time it happened was in the final area with 3 enemies, I did it to the wall at the very bottom of the area.
That said all said, I'd like to offer a few suggestions if they're feasible.
For starters what if there was an enemy type who blends in with the walls? They could grab you and yank you inside. Would match up with the current position the player gets held in and you'd just need to make or recolor arms for the interaction. Not sure how you'd feel on this since it seems unlikely you'd be able to spank the wall monster back.
Which speaking of not being able to spank back, I think conveyor belts would be a fun addition to the platforming. And if you intend on adding traps to the mix, perhaps having some of them pull you towards spanking machines? That last one is just a personal request.
All and all I'm looking forward to seeing the project grow and will definitely be purchasing a copy once it's out.