* Game is way too zoomed in to actually see anything
* Four directional shooting versus free roaming enemies is awful
Cute game! It reminds me of a prototype city builder/gardening game I was playing around with.
Some notes on your current stuff:
Lots of bugs in your proc-gen code. I've spawned inside isolated rooms with no way out, had treasure chests and enemies spawn inside walls, and had to give up halfway since the path to the next room mysteriously cuts out for a tile.
Neat little project, the two things I have notes for are the menus and the controls.
For menus I couldn't seem to pause or exit back to menu. On closing the game all my menu options were reset.
For controls it feels like the character's speed is awkward in that it allows neither fine movement nor rapid dodging. Yomic suggested a focus button, I think you could do what some shmups do and tie it into the fire button, it'd also keep players from just holding fire the whole time. You call the second weapon a sub-weapon, but you label the button as 'bomb'. That's pretty confusing since secondary weapons are usually on 'x' between primary and bomb. In addition it seems that they don't clear bullets, so they're not bombs at all.
Gave it a fair number of runs, eventually managed to get out by blowing up the wall above the gates. Some notes:
Beat the first level, then accidentally closed the game by trying to skip the end of the cutscene.
It's, uh, it's a game alright. Not sure QWAS actually works in any controllable way, I mostly just used the turn ability to beat the level. Btw, you can use turn to phase through walls, killing yourself.
Oh wow, a Square game where you play as a witch? Who could've seen that coming?
Jokes aside it's an interesting idea that needs some refinement.
I know it's a lot of criticism but I thought it was a pretty entertaining game. Would love to see you flesh it out more.
Fun little minigame. No idea if you'll come back to it in the future, but here's some comments anyway
After opening the red door, I ended up finding a giant pit that I couldn't cross. I'm guessing that was the end of the demo?
I was unable to clear the cubes leading up to that yellow gem, since they never seemed to give me enough height to reach the next plus they disabled my double jump. The graphical improvements are nice, but controls seem a bit harsher than the 2017 version on Steam.
I suppose, but at the same time I understand that the strange movement of the players is important to your game's aesthetic. It's probably fine, since your game doesn't rely on any precise platforming or such.
I managed to get myself stuck since my witch had fallen over dead to the buzzsaws in AI follow mode. They still had one heart and the game hadn't ended, though, so this might've been a bug. I'd suggest adding an auto-dodge to the AI follower otherwise the game turns into a babysitting escort quest.
Controls need a lot of improvement, neither character feels fun to control (Witch less so, since she takes forever to aim and does barely any damage). Another thing that could be snappier are enemy deaths, they stay on screen for another second or two before finally deciding they should keel over and disappear.
Combat feels nice so far. The stuff outside of combat is kinda confusing, though.
Your movement codes seems a bit wonky. There were tons of times where I let go of a movement key but kept traveling for another quarter of a second. Playing around with it I noticed it was hard to replicate with short key presses, so I guess it's momentum based.
Went through until I had killed three mages, just to make sure there wasn't any content still waiting for me. I would love to see more varied enemies or stages as the game progresses.
Other things of note:
I love games like Typing of the Dead, so I know there's all sorts of things you can do with this genre. Will be nice to see what you decide to add in the future.
You've set up a good base, but here's some issues I noticed:
Good work so far!
* It's impossible to figure out what your right two upgrades are since there's no text on your shop menu. Left two are pretty simple to figure out but still need an icon or text.
* Upgrades provide linear benefits and their costs scale linearly. This means your game is going to be stale throughout.
* Your click upgrade seems to improve in increments of .5, but you only render whole numbers. Don't do this, use whole numbers. Multiply everything by 10 if you're insistent on using the same scale.
* Instead of screenshake, you should apply the shake to the character. Also don't apply screenshake when clicking the shop button/upgrades.
* Clean up your pencil lines.
1/10, I told you half this shit during DD19.
Controls are a bit unintuitive, constantly swapping between right click, e, and tab for similar actions. You've got some sprite ordering issues as well.
The base of your game is getting more polished, hope to see more content over time. Especially fishing, since you already teased us with those juicy progress gifs of the fish.
"and UI with score and whether you hit the notes at right times being rendered off-screen."
There is neither a score nor a rendered score.
Thank you for your kind words, I will now embark on a pilgrimage to Reddit and send as many people from there to AGDG as I can.
Conversation with the bamboo/grass lady seemed kinda bugged. When I came back to her she'd only say the first half of any conversation and I could never tell if I had completed her task.
Aside from that I'd say watch out for resource utilization. You're spawning in a lot of objects that can spawn in more of themselves, so there's gonna be a CPU drain if you're instantiating and destroying the objects over and over. Object Factory design pattern would help with that.
Had the same tiling issue as UltDev, it seems one of your tilled soil tiles is set incorrectly so it just shows as transparent. Some UI elements would also not show up, so I'd have no idea how much I was watering my plants for.
On the gameplay side, the controls are really bad. Whether it's trying to select a specific item or trying to select a specific tile, the game fights you over it. Honestly I'd recommend against the old Harvest Moon one-by-one approach to items and tiles. Rune Factory does it much better by allowing you to till/water 3x3s at once or allowing you to hold the pick-up button to collect all nearby items of the same type.
The first level I was generated was huge and took about 8 minutes to fully traverse, compared to 2 for the next. I'm also not a big fan of all the narrow chokepoints between rooms, since the enemies will end up firing there for cheap shots. Teleport helps deal with that, but I liked the level structure from the older demos more (or maybe it was just the forest level).
The boss AI has a tendency to get caught in corridors. For bullet hell types this makes it a peek-and-shoot game that takes forever, for melee types it just means you have to kite them through the whole level.
This seems pretty early in development so there's not much to comment on. The fact that the bot targets specific corners of the grid makes it a bit less intuitive as it moves around, but it doesn't take too long to get used to its shot patterns.
Parrying seemed a bit strong. Also I don't see why you need another button for jump when you can just use the up arrow key.
Managed to get myself out of bounds after killing the boss. Since the sludge only deals one damage you can just kinda hop on it until you reach it's end.
Couldn't figure out what to do after placing both units. None of the listed controls did anything when hovered over either character.
It said that I could select an action by pressing enter on a character when its their turn, but there's no indicator of whose turn it is.
Gacha text elements are hidden behind the shop buttons. Screen can't be resized to fix this (you can enable this under Edit->Project Settings->Player).
Gameplay is a bit too simple to bother noting, however I should point out that your Per Second upgrade gets relatively cheaper as time goes on. The cost is always equal to 2 seconds worth of DPS + $10, so each successive upgrade can be bought a few microseconds cheaper than the last. Typically you want upgrades to take longer to upgrade the further along the are, with upgrades that provide linear benefits requiring quadratic resources to buy.