Shouldn't take too long. Stay tuned!
photon_blade_dev
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Like 50% of the game's code is for the enemies no one got to lol. Things will be way less fucked up in every way next time.
Many games count inputs like 6323, 323 or 623 as dp, while here it has to be 6523. I can make the input more lenient and increase buffer times too. My plan has been to do adjustable buffer lengths from the start anyways because I like even shorter buffers than this demo has.
And as far as completely different inputs go, I can give double tap dash that functions like the qc one and a 1 button dash that drains energy or is on cooldown. same with 1 button dp.
Walkspeed will not change meaningfully. Input rebinding will happen sometime. And yes, you were supposed to shoot that box XD.
Not really my kind of game so I won't say much. Everything worked and was pretty intuitive. There was a stutter every time the BGM changed, but I was on the web build. Visuals are fine and nicely animated, but lack something clearly identifiable. Like Balatro has a Clown thing. Maybe try to really lean into the book theme and make the background a personal library or a writers desk or something.
Very well written dialog with charm and solid characterization. I liked all the jokes, but my favorite was the "This Sword is a curse" meme. The point and click style tavern section was better than the intro dream and I hope the final game has more of that. Made me very nostalgic for Monkey Island 1 and 2.
Didn't encounter any bugs. high refresh rate was nice. I'd like if the camera had some lerp and didn't react to jumps on flat ground, similar to how it works in Super Mario World.
Thanks for playing and writing solid feedback. I'll remove platforming from the early levels and reduce it overall, since it isn't the point of the game. Just something I tried to tutorialize with for this demo (didn't work out). The slow/fast dichotomy and 4 buttons will stay, but I'll adjust some of the controls and add diagonal jumps or possibly even free jump movement. You can expect something very different next time.
I agree with the identity take. Next demo is going to start with flat ground and enemies. 3 lives will stay, but the levels can get easier and the inputs will get more lenient. However, it's not going to become a game you can beat without great effort. It will likely remain pretty much incompatible with streamers.
The combat felt pretty fun. The parry window was really intuitive which I was surprised by considering the animation style. Some of the dialog could flow better, but more polished and expressive portraits could also sell it better.
Also got this error in the second city screen after leaving the basement. (actually opened the IDE by reflex lol.)
ERROR in action number 1
of Step Event0 for object oGame:
Unable to find instance for object index 129116
at gml_Object_oGame_Step_0
############################################################################################
gml_Object_oGame_Step_0 (line -1)
Thanks for the feedback, good to hear that you got the game working. I have an option to extend input buffers basically done, just need to add it to the menu or config file. The high jump might have some edge cases that should work, but the input also needs to start from standing rather than crouch, which might just be a bit unintuitive.
The game runs internally at 240 steps/second, which might be quite heavy. On the game's page, there's a little guide for locating a config file where you can change the speed to 60.
I would appreciate it greatly if you could try it out to see if it fixes the problem, because I can't replicate it myself at all. I might then change the default to 60.
