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lightspiritdev

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A member registered Sep 06, 2017 · View creator page →

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Congrats on being the first one to find the whip easter egg in this build! Be sure not to pick up the other weapon if you want to keep it.

Further investigation, controller seems to work on my end though it is wired and the buttons changed to something I did not set them out to be (pushing down on the R control stick opens the menu like what the heck no). Will have to see how else people do it at this rate. I need to make a system that is able to just recognize any controller.

Yeah, definite note for the save point.

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Thank you for playing!

I should explain, this game is meant to be like Castlevania games such as Symphony of the Night, Dawn of Sorrow, etc. Rules like enemies responding after leaving a room or being able to cancel attacks with dodge are a part of it and I won't change it. (I also don't really know how to make enemies stay dead after leaving the frame in Clickteam Fusion...) I also don't think Castlevania has ledge forgiveness, but I will need to check to make sure if that is a thing or not in the games. I hope to be able to explain all the moves without using text or graphics. 

Older games you were able to figure it out by just messing around or with intuitive level design. Granted, this area is a bit further in the game and not the intro to the game.

Sliding downhill will be a double tap I think to fix the crouch on slopes.

So, the controller only works if it's plugged in before launching the app (having it read for new controllers while running the game is making the game lag for some reason). This was tested only with an Xbox controller though, so I don't know how well it works with other controllers. It is VERY MUCH basic at this moment and still plenty to figure out but the demand for it was just so high I had to take the plunge.

Adding controller support has broken a ton of the consistency to inputs. It's just Clickteam Fusion being dumb and I will have to find alternate methods than the one I have right now. The input for backdashing/dodge for example was always instant before adding controller support. Things also like automatically jumping during walljumps while holding jump is because I don't have a flag reading if the button is held so that will be added. More than likely though I will just have to redo it all.

Map will be added to the upper right if I can figure out how to consistently do it. If I don't know how, you will always find it in the equipment menu screen. It works in the Abandoned Mansion.

I'm removing the projectile and reworking it completely. I honestly hate it, it's a thing from the very first build I tried to keep but it's just bad in general. I'm stuck trying to keep it making sense in the world but I know functionality first before making sense of it.

You passed a save point when you were in the tower section with the (not)medusa heads. Any room that gives off a white glow in the entrance is a room with a save point. That previous room is a fast travel room that I should of blocked off for this demo.

Again, thank you for playing and taking the time to record. The video footage is great to see how people approach different things and how they feel about it. I can see why it takes literally months and months for game developers to playtest everything.

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Hi.

Viewing this while at work and yeah, that game crash is more frequent than I thought. I will fix this ASAP when I get home.
I'm terribly sorry.

I'm just going to completely remove that enemy type that's causing that bug at this point.
EDIT: I have fixed the issue.

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Keep trying. That's the super bugged enemy that's crashing the game. It needs to be completely reworked. It will be fixed.

EDIT: This has now been fixed.

Thank you for the feedback!

  • thank you!
  • thank you!
  • thank you!
  • there's plenty that can be improved, but many thanks!
  • that was something that initially wasn't intended, but I made it a feature
  • I refuse to change the character design but your feedback is noted
  • The color scheme will not change
  • Enemies do sometimes get in the background and that has been a struggle. Mainly it's because of the flatshaded nature of the game. Over time this will be improved once more areas are created.
  • will look at the collision for this move a little closer. Might need to make a part of the character hurtbox turn invincible since it keeps getting snagged when it hits an enemy
  • I have no sfx design experience. Been just using Famitracker. I'm sorry
  • BGM will loop in next major build
  • Bug due to some controller support coding. Will fix
  • Play around with the controls I guess. In the actual game it is a power up you discover and it would of told you how it works with a room for you to practice in. If you can do something on the ground (rolling, backdashing) you can do something in the air possibly
  • Definitely will add bordered window option. Thank you for pointing this out!!
  • I like this move suggestion and will play around with what moveset possibilities it could provide
  • Wall jump pushing away will be adjusted, I still need to balance it so you can't just wall jump up on one wall
  • This is due to holding the button, another problem from controller support being added. It will be fixed
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Thanks!
I was waiting to see how much everything would break lol. I will take a look at these when I'm home this evening

- Will fix
- Will fix. Getting rid of the controls file will fix that for the time being
- Huh. Will look into that further since I was able to bind that
- I might have some debug stuff still turned on...
- Projectiles are going to be overhauled along with enemies
- Keys on gate should be just walking through them
- ESC is another debug I left on I forgot to disable. Sorry!!

This patch adds the beginnings of controller support and settings now save.

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The first room of the mansion, right? I think I know what the problem is.

The game is made in Fusion 2.5, so I don't have any sort of error logs or anything, but since you mentioned it was the first room that crashes, I have a theory on what is going wrong. I have this gradient layering effect I'm using and the game runs in Direct 3D 9. Having the options to lower or turn off those settings might solve the issue, as you were able to play the opening bit in the woods just fine (which has no layered gradient effects). I will be sure to add these options to the Options box in my first patch run this weekend.

Any video footage is helpful! Thank you for giving it a try!

Cute vampires all the time~

Projectile is very basic at the moment and not fully explored design wise. Thank you for pointing it out though and for playing the build!

Thank you so much for giving the build a go!

I think there will be some enemies that should have knock back, especially if they are free roaming and are not restricted by the environment. I plan to redo the enemies completely now that I have a better system developed to make them all behave similarly. Knock back and hit stun will be greatly considered when I do so.

Hi! Thank you for playing the new build. Here are my responses:

  • Thank you!
  • Currently it's just a difficulty between making something realistic but also server gameplay. Other areas will have different purple objects (ex: crystals)
  • Thunder's randomization is a bit odd, I agree. I will look into this when I patch.
  • Pausing the game with ESC and making it go back to main menu will be added, thank you for pointing this out, I agree.
  • Control binding is extremely primitive at the moment. It will be polished.
  • Yeah, Options do not save at the moment. This will be added as well.
  • No can do on the duck and shoot, but maybe other projectiles added will?
  • Thank you! I enjoyed composing the music and making the sprites.
  • Altar is currently a teleport station in WIP. I focused on the save rooms first for this build.
  • Poltergeists should be hard and annoying, but I will play around with them more.
  • Glad you liked the Game Over screen. VampireDev did the endgame artwork give 'em a follow!

A lot of the mechanics here aren't fully laid out progression wise. This build was to demonstrate metroidvania progression and map tracking as well as a few other things. I do need to think about how I want to have the player slide down and not get in the way, as you said. Currently it's just a Kirby implementation. Maybe I could do it with a double tap? Idk how players feel about that.

Rolling increasing your jump distance traveled is going to be a feature because that momentum is too much fun. I love how much it breaks things, so I am debating if I should tell players about it in game or not. Airdash is meant to navigate tight areas like that spiked room where the spikes are also on the walls. There will be more sensible progression with navigating rooms with which ability needed, promise.

You speak about how movement should be like breathing and I 100% agree. There's one bit for example where the wall jump halts momentum sometimes and this bug has been infuriating to figure out along with plenty of other bugs that have still been consistent (spamming projectile will lock the book for example. STILL IN THE DARN GAME AGH). It's currently just an issue with the way I have momentum interruption handled so it is something that will be addressed over time.

Hi! Thank you for your feedback and pointing out the bugs found.

BUGS

- I will swap this when I make my first patch run. Thank you for pointing this out!

- That lock is currently bugged, but it goes away after transitioning between rooms again. I will fix that so it doesn't just pop up again and confuse the player.

- Thank you for pointing out which room. Seems to be a room with an incorrect Y mapping, so that's an easy value adjustment.

- This happens because it doesn't delete the boss's UI after restarting, which messes stuff up. This will be easily fixed. I am surprised to hear about the insane damage values from enemies and whatnot so I will have to look into why that is happening.

FEEDBACK

- I will see if that can be added, but I need to check if that is a thing in the games that I take inspiration from (I'm pretty sure it is though).

- I can delay the wall jump detection so it will read your other side after a few frames as you stated. I will look into this.

- Didn't even realize attacks weren't coming out while in wall climb. This will be addressed.

- I will be combining the two bars together in a later build. This will put a decision on the player whether they want to use MP for movement or for safe projectiles.

- She's a light spirit, so she's not fully corporeal, but I will try to slow the animation down.

I hope you enjoyed playing the Halloween build! Again, many thanks for your feedback.

This little bit is the progress I had for Demo Day 16. Eventually, more stuff will be added and the game will be in a complete state.
I hope to make it a fully fleshed out game in the end!

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lol no worries about the onion head. I think it's a cute comparison!

I definitely plan to update this specific build the further I go along. Once it's finished, it's a new submission to keep it fresh.

Sorry for memes. :v

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Thank you for the thorough critique! Let me bullet point out a few responses:

  • I will add config keys next time. I'm new to this and I didn't have the time to set this up, but the next time I enter for demo day, they will be present.
  • The air dash actually doesn't have any I-Frames. Rolling allows quick movement without spending magic. If I didn't have a stamina bar though, it would be extremely OP. I still want to work out the kinks of it though with balancing, so I imagine it will be extremely different or possibly not even in the game at all once all the abilities and actions are in. I could always just remove the I-frames though. Not sure.
  • Some haven't found those safe spots, but I agree, the player shouldn't be able to stand there indefinitely for the entire fight.
  • There's an issue with the projectiles firing. I have no idea how people are pressing X so fast to glitch them out, as I haven't been able to recreate the scenario myself. This will be the third time I reworked them from scratch, as it was one of the first things I made in the game.
  • Turn delay a byproduct of the way movement is being handled. It should be instant like the turning in Castlevania, so that will be fixed. Thank you for pointing it out.
  • Alt Tabbing should work still even with screen being resized. What version of Windows are you using? I'm worried about version differences affecting the game.
  • You might of caused the hitbox to stay active after the kick. That's an easy fix. Will do so.
  • So many opinions about the dress, lol. The idea was to make it move actively because of her inner energy as a light spirit. I didn't want to have her just standing there blinking, but if it's getting a lot of negative feedback, I'll just have to change it.
  • Downward Kick might be changed where it will be inputted after a third jump and angled whichever direction the player is holding (so even completely down). Tackling to the attack button does seem strange, I agree. Will change.
  • Onion head is a good insult for her. I might use that for dialogue. :^)

Thank you for the feedback! Can't wait to hear more when you get the costume!

  • She is. Thank you!
  • I don't quite understand...
  • I worked hard on it. Everyone's feedback helped make it the best I could make it.
  • Good to hear. I had to rush him in.
  • I'm sorry! There will be attacks that have multi-hits with single press, so it should support multiple play styles.

I do apologize for such a linear level, lol. When I have map screens working, I will definitely work on the first official area for next demo day. I'm going to write out my responses while watching the video here:

  • saw two bugs that are very annoying (Layna pushing wall in wrong direction, projectile stacking when spamming frame perfect). Will fix.
  • I do have it set to a gradual increase when turning directions, but I agree, it should be more instantaneous when in full run. More snap.
  • I plan on adding an action when pressing dash in air while not moving. Not sure what it will be yet though.
  • bug in animation when dying during attack animation. Will fix.
  • there will be more options to beat the boss, as you'll have more weapons to use (such as a projectile that acts like an axe throw in Castlevania). That should help out with the difficulty a little more as well as when leveling up is added. I haven't gotten around to the final design and progression for them yet. Roll is very useful and I saw that you weren't using it to dodge his attacks, so I'll have to keep that in mind on how to let the player know that rolling is really good in the game's official tutorial section.
  • you were attacking in the air with three rapid strikes. Wasn't even aware three was possible. Impressive!

I think one of the great things I saw from your video is the amount of time it generally takes for the player to understand the boss's attack pattern, spacing, and overall feel. I am sinister sometimes, so I was amused when the boss caught you in its slam when transitioning to phase 2. I will add though a slight little rise to the boss before he slams down which will help telegraph the attack more.

Thank you for playing the demo, your feedback, and also the video!

Don't worry, I do plan on having plenty of projectile upgrades in the long run. Thank you for playing the demo!

I think I had Vsync turned off for this build, so that may be why it was not displaying the flash correctly. Just know that as long as it is making that hit sound, you are doing damage.

Thank you for playing the demo and the feedback!

Thank you for playing and the feedback! I hope to eventually make bigger enemies that take up a lot of space or are highly aggressive, as right now these are just the few beginning ones.

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Thank you for playing the game and the feedback!

I agree, figuring out how to make stamina work is a pain. My reasoning behind its implementation though is that it help make rolling be less OP, as it has invincibility frames. It also helps prevent me from making more difficult enemies and bosses. Stamina management is easier for the player than quick reflexes. I am thinking of reworking some of its elements though, as currently it will also disable backdashing, which while it does promote that sense of sudden danger, it is a bit frustrating and almost offensive. I do like the idea of the projectiles being a much shorter range and will implement that.

It's the endgame sword so that's why lol

Currently that is a feature, but if playtesting sessions dictate a problem in the future, then I will have to make some animations for it. I will need to look at how fast the recharge is though, so thank you for pointing that out. The basic attack's hitlength is long on purpose, as it is the last weapon in the game. If you are able to beat the game fast enough, you'll also see how terrible the first starting weapon is.

Thank you for the feedback and for playing the demo!

I honestly don't know which one is the right word, that's how basic I am with the genre lol.

The music is definitely placeholder music until I compose something actually worthwhile. Thanks for playing!

I like the concept going here as well as the design of the character. It's a bit barebones atm so it's hard for me to give strong feedback, but I will keep an eye on your progress. Keep it up!

There's a fun dynamic to the way everything is designed, having a simple bobbing knight to epic music while in the dark caves. I do agree it's strange that the knight has a sword, yet he swings a second sword. I would ask for animations, but I feel it goes against what you are trying to convey stylistically. Seeing this is also an online game intrigues me too. Knight customization when?

Good progress so far!

Thank you for playing as well as the feedback! I'm very glad you enjoyed it!

The jumping in relation with the running while firing has been fixed, so you were playing an outdated build unfortunately. The rolling being set to SHIFT has been giving mixed feedback from players, but this will automatically be fixed once I have keybinding.

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I feel like you can go really fast in this game given there are multiple options for defense and attack. Looking forward to further progress!

It's very much like a Souls game! Everything that I wanted to say has already been said here. Thank you for having graphic options for accessibility.

Looking forward to further progress!

It's been a while since I played a flight sim game, and my laptop barely held on. It was a lot of fun though maneuvering the plane and seeing how to evade the missiles. Good UI in combat.

Here's what I can give feedback on:

The shader on the fog is very nice and I like the whole pixel 3D look to the game with the enemies being well animated sprites. One thing I find slightly annoying is how slow the buildup to the sword swing is. Dashing and the other moves feel tight and responsive though.

Visually, it looks great. I definitely want to see more!

The model work is super cute! It was hard for me to utilize the camera effectively, but I managed in the end after getting caught a few times. I do think that the rock throwing is a bit confusing since I don't know where I'm throwing it. I think one way for this to be fixed is have it where the camera goes first person and you can throw the rock in the air or at an angle. It was also hard figuring out ways to use running to my advantage other than just running away from the booby wolves. I did manage to juke them a couple of times, but I could never use it and not get noticed.

One time though I was in the bushes and the wolf from the beginning somehow heard my rock in the fallen trunk area and walked pass me. It startled me but I'm glad I wasn't caught. The two wolves in the rock maze got stuck together for a bit and wouldn't move until one of them noticed me. Other than that, the AI was very well done.

I'm looking forward to the full game, booby wolves and all!

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Absolutely digging the core movement you have, as it reminds me a lot of the evasive options in Castlevania, which is my kind of gameplay. One suggestion I have is that when you jump from a backdash you carry your momentum with you in the air. Animation on the character is fantastic, I'm a little bit jealous of how smooth it is.

Good progress!

Aww, this was cute!

The levels felt very natural and dying didn't become as frustrating as it could be with the little sfx and simple but effective sprites. The pixel art is adorable. I only wished there was just a bit more to play through.

Good progress!

(Do you happen to have a tumblr blog by chance?)