Thanks! I'm not the best artist but I love working with that simple artstyle.
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Omg I really like this. Obviously has some strong influences but it's really able to create its own identity. I especially love all the creatures; they have so much charm in them. My main criticisms are that the camera seems a bit overly quick in movement and that the wand mechanic seems underutilized, but neither of those were gamebreaking by any means.
Are you still working on this project? I don't want to put any pressure on you though, it's still a really great standalone demo.
Similar to how endings work now, you would be able to add text to a room exit. (No text would just behave as it does now.)
This would have a ton of different uses, like:
- Noting a character's thoughts
- Giving hints or descriptions about an area
- Indicating a change in time or setting
- Sorting a game into different chapters
- Indicating consequences for a player's choice of path
- Creating pseudo-endings that bring the character to a different starting point
To be honest, exits like this would basically just replace endings in a more editable way.
Oh this is super cute! Here's a small recommendation: toy around with the display window settings on your project page so that the whole text box can fit on the page. I still really like it though!
I know you're working on new dialogue features, so I wanted to suggest this just in case you hadn't thought of it yet. Making the text end for the page and continue after you hit a button gives better control over pacing which I think is nice. I don't know how you set up the new dialogue so far, but maybe hitting enter will make text start on the next dialogue page, while no newlines will make dialogue behave how it already does.
Or DID he? My favorite thing about the censored characters is that you can never really know! (Some of my interpretations have him innocent.)
And yeah, the final line was pretty vague, but I just wanted to tie up the story somehow and thought that was the best way.
I liked this one and think there's definitely a lot of potential for cool gameplay here. (I may sound a bit critical with my thoughts here but I did like it!)
The speedy blood is cool, but I feel like it could have been better appreciated if more of the game design encouraged it. For example, maybe a bigger stage would have encouraged painting the screen with blood since it'd be necessary to get around. Perhaps bigger blood splats would also make it easier to fill up the screen and get into the core gameplay of dashing around the level. Also, maybe enemies could get faster over time, which requires you to use the blood splats, not just use them for a bonus.
Yeah, seems like all I have to say is could-have-beens, but all that means is that I liked the idea a bunch and wish I could have seen more! :)
Thanks for playing! Yeah, I noticed that when testing, I just had no good idea for how to make that a less viable option or further incentivize dash playing, which I think is far more fun. I'd like to work on the mechanic further, but I'm not sure how to take it, so I think I'll take a break and work on other projects first.
Wow, this is one of my favorites so far! Really like the concept. With a bit more polish, balance, and variety, this would be a really solid game. I got up to 664 points and 5 upgrades before I lost.