nice game and concept :D
MousePotatoDoesStuff
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Thank you for the feedback!
- The continue button is broken and wasn't intended to stay up, but I'll keep this feedback in mind and implement some sort of skip feature.
- All good ideas for movement and animation, will try to make at least a few happen.
- Level 6 is the last level so far, IIRC. It's unwinnable on purpose. Can you elaborate on the level editor not working, though?
- And, of course, the concepts you listed in the last part definitely sound interesting.
Hopefully I can make at least a part of this happen...
...oh. I didn't realise I can cross at the top. Thanks!
Still stuck at that second part tho. Going to restart game and try with different powers first
EDIT: Found this walkthrough. Feeling kinda dumb now lol
(1) The Legend of Lumina #2 柱と球 - YouTube
Nice concept! Here are some possible improvements:
- Make the city less spaced out. It's too big. It takes forever to get anywhere, especially since
- The car is too slow. Let us speed up and slow down.
- The car isn't controlling like a car. It's not supposed to turn on its center axis like a pedestrian.
- Often, running just causes my character to jog in place.
- Let players advance conversation with keyboard keys. Don't make me use the mouse if you're going to lock it.
- Let players move around during conversation.
- Remove or shorten time-wasting fades-to-black and possibly some other stuff.
- and most importantly, ADD A SAVE FUNCTION.
Also, consider switching to a different engine than Unity.
It's a great game, I just have a few suggestions:
- There needs to be a controls list somewhere in the game (best in the pause menu, since it opens with the traditional Esc key), maybe even hints to the controls. I had to go back to this page twice to read the controls, first to figure out how to open doors and then how to shoot.
- Six shots to kill an enemy is too much. 3 or 4 would be better.
- It would be good to have an aim tutorial or at least have the game make the player take out the gun and shoot something (e.g. a lock) before facing the first enemy.
I'd be lenient and say this is good as a beginner RPG, but some mistakes here are just deliberately wrong.
- Almost none of the objects have collision
- Everything is just way too big, starting with the house (who has that big of a bathroom) and continuing with the LONG CONVOLUTED HALLWAYS
- The aforementioned hallways are filled with random encounters
- The aforementioned random encounters all being the same encounter with a Weak Shadow enemy (which would be okay for a beginner RPG if it didn't make you do it at least a hundred times)
- No hint telling me to equip a sword, leading to a long, frustrating encounter with the vampire
- The game is in Spanish except for a few lines in English. It would be okay if it was completely in Spanish (although I might not have played it on account of not speaking the language) but this just screams... uh... falta de esfuerzo.
- I had to use an auto-clicker to get through the random encounters faster, and then later to grind the gold for the sellable items, or I would die of boredom. This game is more grindy than Genshin Impact.
There are some good things too, like the game actually having some gameplay and strategy when it comes to bosses, and those three NPC encounters you wrote yourself (the box bed, the "noob" part, and the house part), but it's not enough to redeem this mess of a game.
My suggestion? If you're going to fix this game:
- Fix object collision
- Use a tool like Grammarly, Google Translate, and/or ChatGPT to fully translate the game into English. (Grammarly is free, and I am using it to make my scathing review of your game grammatically correct.)
- Cut out all the empty parts.
- Make the parts that aren't cut out smaller. For example, the player's house should fit on one screen. Maybe two.
- In fact, consider cutting out all the random encounters and increasing the amount of gold received from bosses and/or the amount of non-pushover enemies that don't pop up out of nowhere.
- Tell the player to equip the sword.
- After getting the sword, make the player face an enemy that will kill them in 3 hits or lower, can't be defeated without weapon, but can be defeated in one sword hit.
The game is terrible at communicating this, but the first shadow you encounter - the one in the first ice room with a narrow path - drops a sword when defeated. And it's the only shadow that fight back.
Apparently there are two types of enemies:
- Random encounters - those Weak Shadows
- Bosses - I encountered 4 so far (that first Shadow, Vampire, Sorcerer, Minotaur). The Vampire drops a shield, and you can buy a hat from a shopkeeper for 200 gold, IIRC (I used a task automation tool to grind weak shadows lol).
Those 3 paths? the left one leads to the shopkeep and a rest place, the right lead
Not that I expect you to come back to the game. It's objectively terrible. "Okay" is a compliment to a game like this. It only gets kinda okay later on, which is unacceptable.
I mean, I've gotten far enough, I'll finish it. But you don't have to.
Managed to die of fall damage in space.
10/10 would play again
Some serious suggestions tho:
- Add a "prone"/crawling position if possible. Right now, being in a 1-tall crawlspace (in direction of local gravity) makes the player pop up sideways or even through the floor.
- Lasers shouldn't cost ore to fire. I put 10 lasers on my ship and instantly burned out my ore supply. Not fun.
- Add a loading screen in your game. It would be better than to look at the objects loading themselves into view. Plus, now that the patent on loading screen minigames has expired, you can make them fun as well :D
And some props for the things the game does right:
- Easy ship building and repair
- Well done art direction
- Intricate mechanics
- Made with Godot \(^o^)/ (I may be biased)
Also, it's nice to see someone making the type of game I've been wanting to make for a while. I'll be looking forward to this game's development!
Okay, this is a pretty interesting mechanic and some of the levels are pretty good.
But the combination of platforming (especially with timing) and puzzles makes for some frustrating gameplay.
The camera is unnecessarily tied to the player despite levels being smaller than the screen, and it only hurts the experience.
Some levels are so cramped it takes pixel-perfect aim to finish them, which is pretty annoying.