To be clear, the game is amazing and wonderful as many other comments have made clear. I'm just a huge nerd lol.
MirMi
Recent community posts
I think if this 3 button grapple system is introduced in the full game, perhaps the starting area could only have 2 choices, one or the other to introduce players who may not be able to memorize the combinations right away. Adding the third, or even fourth in more difficult areas/enemies.
I myself am mediocre at rhythm games, where you press the same color/symbol, but mapping one color/symbol to another from the start whilst under tension breaks my brain for whatever reason.
I have found it easier to map the color to the direction I need to press, rather than to another color/symbol. Check color, press direction. A simpler thought process than perhaps: color -> color -> direction, and having the chance of getting the colors mixed up. Cutting out the middle step of that whole triangle/circle.
Like, the left color (purple) when used by the enemy requires a blue (up) is much more difficult than right color (orange) when used by enemy is simply the directionality opposite color (purple).
But even as I typed that all out I just realized a simpler method would be to take the color of the enemy and using it's default direction (purple/left) and make a clockwise rotation to (blue/up) in the grapple menu.
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tl:dr
New system broke my brain, but spending time to think it through and not getting attacked by strange goopy things has come up with effective strategy/understanding.
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Misc Questions/bugs
Are the "hand" traps supposed to have the same grapple direction/color (orange) instead of random or is that intentional since they're a common "encounter"?
The door renders above Grove's head at the first building by the tent.
(v0.2) I've noticed graphical bugs in the combat sprites before getting the first gate key. Small at first, but more obvious as other sprites flashed in place of the rabbit's hurt sprites, then the rabbit's attack sprites.
As if the game is pulling sprite information from other area's of it's memory.
More minor issues would be some missing collision on some walls and props. An example would be a wall-blood stain in one of the first rooms.
I love this project so far, keep up the amazing work~!
Not sure if the following issues were addressed or not past the 0.3.2 version, but just in case...
- During the wall crack sequence, I assume you're supposed to be Varahn, but it is possible to switch models before triggering it. (which made some of the dialogue a bit strange before I understood it was a mistake).
- Directional collision/lack thereof, most noticeable in shelves and bathroom dividers.
- Strange key Item has a colorless (white) silhouette in the Inventory.
- Movement sound plays continuously while in inventory if opened at the right time.
The story monologue implies that the base modifier is 15 for each partner, but in my instance the Father has -15. Perhaps a misplaced minus sign someplace?