Thanks for playing! Yea I have a tendency to makes games way too hard lol. Just want to know more about the difficulty, do you play action games often, what's your average wpm, how far did you made it into the game? Sorry for so many questions XD
Through playtesting I found that by having different word each time, it became super hard to type and read enemy attacks at the same time. And my goal is for the player to gain experience facing a single enemy through repetition, like playing a soul-like game, thus the same word design.
Having odd & difficult words to spell is one of the key challenges of the game XD. One of my friends failed a run because one enemy required them to type numbers instead of english words XD
Also NO DODGE??? Im just shocked that it is even playable at that point XD
Umm idk if this helps but some of my friends were defeated way before the shadow boss, so you are actually doing quite good :D
I assume the instant attacks are the ones that the enemies would attack after they finish typing out their word? Some of the playtesters also found it difficulty to dodge, and I had to tell them to dodge when they see the word turns white.
Really polished! Liked the level design very much, it is just right. The style is unique. I would like it if the bosses have more delay into their attacks, they are quite hard to dodge XD. I almost stun locked the boss to death by jump attacking him during the punching attack, he will keep using the punching attack after stun. All the little touches like the dialogue and settings and checkpoints and the help window when the player dies too often are a good touch. Overall good job!
This could be made into a very addicting game. The combo and the mining mechanic combined made it very fun to optimize how to mine blocks. This reminded when I played minesweeper, the feeling of recognizing patterns of mines (best combo routes in your case) and try my best to clear them as fast as I could. I thought it was a bug that I cannot upgrade my pickaxe, but turns out i recognized the wrong material, maybe different materials should use different colors for better distingtion? It was fun when I can one hit kill normal blocks. Overall the gameplay is solid and quite a unique twist on this genre. Good job!
Very interesting concept! I didnt notice there was a double jump at first lol. The beat change mechanic is interesting, i was counting beats for when to transform before i know it. Would love it if the music could sync better with size changing beat. Also for the levels, I think difficult isn't a big problem, but i didnt like when you cant see what the next obsticle is like, so it is like designed for the player to fail for the first time, doesnt feel too good. Also liked the victory animation of Skull XD. Overall this is creative and fits the theme quite well. Good Job! 加油!
Thanks for playing! The SNKRX is a very good idea. I thought about something similar furing the design phase, but didn't know exactly how to execute it. I had spear books that increases spear damage, but that isnt really what you are describing. Your comments gave me a rough idea on where to start, thank you!
Yup this game is Noita inspired XD.
A lot of time was sunk into designing the skills and skill book, it took me 3 to 4 days to fully design them on paper, and the implementation took about 6-7 days. Glad to turned out not bad :D
The game used some AI for its work, like the title artwork and voice acting. There was too many things I wanted to voice act so using AI would make sense, but for the title art I really wanted something hand drawn, the current art work will just be a temporary placehoIder. I hope this wouldn't leave such bad taste in your mouth.
Your suggestions are right onto the pain points of the game. The information presenting problem is definitely one I want to tackle first. For the scene transition, maybe I'll add a fast forward button to help quicken the process.
Thanks so much for leaving such a thoughtful comment!