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PerfectHumanInterface

255
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3
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11
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A member registered Apr 30, 2017 · View creator page →

Creator of

Recent community posts

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It's possible the exit spawned but it's above the play area. It should have spawned with the next block after completing the objectives though.

That will teach you to doubt your girlfriend. ;)

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There are mimics?

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My videos have suffered a bit recently from the fact that I've been having issues with my sleeping. Alongside that, as I was talking to someone else about recently, I have some struggle with playtesting games that have a lot of time tension. I take my time focusing on little details, and doing analysis, and I expend a lot of brain power just trying to put words to my thoughts, so I can't focus the way I would playing something casually with no recording going on.  With all that considered, you'll notice I spent most of my time being destroyed cutely by your game, and simply watching while the world burned around me. It seems seriously hard, but it might go a bit differently if I were playing it casually.  I hope you find the video useful, and I apologize for the very tired brain. 

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I'm just posting this here for progeny. 

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I think I was really tired and forgot entirely about sharing the last videos I did on their appropriate pages. Sorry!

Oh man I forgot to post these videos 

Hey I guess somehow I forgot to post this here? Sorry!

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Hi, a few things:

1. The game requires installation to run-- not appropriate for a demo like this. A simple launchable exe is much prefered.
2. This causes (I assume) some kind of problems with Windows Aero animations: opening and closing other windows hangs while the game is running in the background.
3. For whatever reason, the game doesn't work with OBS. I couldn't get it to hook in with game capture, and even with display capture, it only showed your game as a solid gray screen for some reason.

Because of #3 I didn't end up playing your game at all. Sorry!

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"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 think Castlevania has ledge forgiveness, but I will need to check to make sure if that is a thing or not in the games."

Indeed, I've played SotN, and a couple of the GBA Castlevanias. The influence is obvious, and it's great! The game already feels super authentic to its inspiration without being completely identical (I love the Megaman X-style wall jumping). That being said, I must express that I hate this way of thinking. I don't think anything should be done in game dev purely for the reason of "that's the way games in the past did it," particularly when you have clear options to improve upon it in front of you. Of course, my suggestion was only my opinion about it, and you will (rightly) make it the way you want it to be. 

For whatever it's worth, I contributed to this project a while back: https://arikado.itch.io/clarent-demo

I've tried using an Xbox 360 gamepad and even when connecting it prior to launching the game haven't been able to get anything out of it. Once you have proper gamepad support and have worked out all the input issues though I'll be looking forward to trying this again. It already seems like a lot of fun, just the controls are killing me currently. 

By the way, a good way to make sure the player doesn't miss a save point is to force them to go into it. This would be an especially good idea to do with the game's first one.

Here you go

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9.8/10

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