actually, I do have an idea, making use of low friction areas can make that final platforming area (So far) have a little bit of trolling, by having low friction in front of the spike balls from the... supposed fluids that would be from the two in the back. This is because I noticed from a running start I could make it to the first platform but would also slide into the second spike ball, it would be an interesting way to up the difficulty of that room specifically cause it's supposed to be a bit more challenging, so some key spots where a player needs to slow down or fail while in a timed section is a good idea
In other news, I will see about getting you a screenshot later. Thank you for taking your time to read my critique and I appreciate your response greatly!
RagsTheRat
Recent community posts
Some critiques:
-Someone oiled up or soaped up the floor, in either case, it feels slippery when trying to stop your momentum. I don't know if this is intended or not, but it caused me to slide into spikes more than I wanted to, and because of the forward momentum I skipped the section where you grow a platform because of it
-Am I fat or are the spikes fat? The Hitboxes feel as though they're much larger than what's represented on screen, and while this doesn't matter for most of the game where you're using death pits, it's much more important in the last platforming section especially with those spike balls
-It's not a Sprint, it's a Race, and it's not a Race, it's a Marathon. This is to say in the last level the kill timer doesn't feel like it's enough to really get your bearings on the level, and if you playtest the game yourself, it's rather important to note that you know more about the level and its workings than a random player would, usually needing to make 1.5 or 2 times longer
-Nitpick: The Game's Resolution isn't changeable and cuts off the artwork in certain scenes
-Another Nitpick: That final screen feels like someone's creepypasta
All in all, I did have fun, which is why I have these critiques, you did a good job, just things to adjust and or take note of for future projects
this was a fun short experience, and a nice little battle sequence at the end, in some ways I do feel the combat could've made more sense, for example, what I thought was magic damage was being blocked out more in the Combat form, and this can be because of the Damage calculations subtracting from Normal Defense rather than Magic Defense for the attack itself (Either that or Being in magic mode doesn't boost magic defense against fireballs), but for all intents and purposes, all I was disappointed by is not really having any CGs for big fights, but that's not an issue, just a personal preference.
All in all, Good.
I do know Hit and Hurt are separate from the player model, what I mean is that it feels as though you made them to conform a bit closely to the model, which can be an issue for combat
What I meant for dashing is that double tapping directional keys can feel mechanically like lag, as the physical action requires you to let go of the direction you're going, to press it again, it feels like it's reasonably intuitive to do so, but in practice tends to have its issues
Checking out the game you referenced, it's actually a pretty good reference, however I do still recommend checking out other games to get an idea for what they're doing when it comes to frame data. Smash Bros tends to be a pretty good resource as it's a community that loves to look at what their characters can do but Rivals of Aether has a large modding community that has lots of custom characters, however if I'm to link anything, it would be a Game Dev who tends to work with inspiring game developers. I know my recommendations have strayed more toward platform fighting games; however, I do not believe you should model it off of those, just that I think they make a good example for attack and endlag specifically
I hope you have a good day
Hitboxes and Hurtboxes feel as if they were made to be accurate to Model, which isn't actually good on a gameplay experience, you generally want a box around the main portion of the character for a hitbox, and Hurtboxes are effectively the same shtick, a general area of the enemy or player to get hit by. How it is now, it feels unfair as when I throw a kick, it misses the enemy, because they're in my main body??? I thought the leg would hit, but it's been a miss, several times for different attacks, it makes it feel... clunky to say the least, and sadly so does the act of moving and attacking, specifically dashing and how attacks end. Dashing being a double tap is intuitive in concept, but it leaves you stopping to press a button twice in order to commit to the dash, and attacks other than having a small hurtbox against enemies, also seem to have a little too much in the way of ending lag like, about 1/4 a second, which considering that's 250 milliseconds and in platform fighting games that run in 60FPS, it's essentially saying it feels like a faster move from a character that feels HEAVY (That is if you don't jump, which jump cancelling being a thing is funny, the controls have their own problems, but that could be fixed if given the opportunity to change em)
Essentially, Player attack hurtboxes feel small, and player Hitboxes feel big, Attacking normally feels slow and dashing feels like it has a stutter. This makes the game feel difficult in an unintentional way, this post is not to dissuade the devs, but to help understand at least one player's experience with what they think could be worked on. If I were to suggest References, Platform Fighters are a pretty good thing to look at for frame data and hitboxes related to player control experience. for the most part, you honestly did pretty good!
Howdy Zen, if ya see this comment, I made edits to my Doc Critiquing prior notes and Critiques I had because boy fucking howdy it's nearly been a year, and I do not agree with how I conducted myself or even rambled without giving proper reference to what I was doing. I only recently remembered I was doing that because I looked through and saw your game in my folders. I marked things in colors where I thought I more or less disagreed with myself and looking back I feel a bit annoyed I was being kinda a twat in the writing as well. I kinda went on a writing Hiatus and then everything just kinda got forgotted
Fun game, here's my highscore, however screenshots do not show the bug I've encountered. See I got my Poison Vial to essentially max level where it instakills enemies, and when it did that the exclamation point started to blind me, items would auto select, and everything kept flashing even after I accidentally died (Poison doesn't hit immediately)
Edit: I refreshed the page and now I take constant damage even in the Ready screen, lol
This game is still pretty fun, been lurking this project at its release and I still like it, The UI is pretty good from its original state, the general writing has definitely improved, I've only noticed really the Angel and Eldritch Horror having unique dialogue, but that can in fact be a skill issue on my part. Any case, keep up the good work, I like the writing and mechanics so far.
Oi, to all those that wanna know what the comments are on about with CyberWeasel89. This person was kinda a cunt about AI artwork, and while I have my own personal disdain for AI "artwork", they essentially went on an autistic warpath about it and harassed the creator of this project, conflating AI with NFTs, two rather different issues, and is one of the most pretentious assholes I've seen. However, that doesn't save other commentors from my judgement this has apparently been an issue for people to keep barking and shouting at each other. Let me put this simply:
You do not get a free pass to become a harasser just because someone else is harassing.
If you are blocked, leave it be. It doesn't matter what they say to you, it matters how you conduct yourself, and you've all done poorly and have even stooped lower at points than the initial petty asshole.
Final notes and comments. I myself am autistic, don't get your panties in a twist for me saying it in a more derogatory fashion. I don't think I've acted the best just now for making a comment, but all I see is that people are still bitching about a salty commentor ten days ago rather than talking about the fucking game. About that, to True Apollyon IMA. While I'm not generally a fan of these kinds of interactive fiction games, you did rather well. It doesn't seem like English is your first language in the writing, and even if it is your first language, it is forgivable especially if this is your first time programming and making a game by yourself. So is the AI art, I have a general disdain for AI work and generally make a habit of blocking it, but for this I didn't entirely mind, I actually rather understand the difficulties of making artwork being an artist myself. I do suggest learning the process of creating artwork as a hobby, and you can even use AI as a jumping off point as even though it generally steals others artwork and makes an amalgamation of nonsense, if you're to draw something from that nonsense it can in fact be considered your own original work. Most things seem to work as they should, however I noticed you can continue to eat one person in particular that doesn't seem like that should be happening. In any case, hope you're well.
I don't think you really entirely tested this for how it works between multiple devices and for people other than yourself, you always have to give a bit of leeway for people who don't make the game, due to hardware differences. For instance, the only reason I actually beat it wasn't by using two fingers but by stiffening my arm and to the point it shakes and jitters so I can hit the spacebar fast enough with one hand, and it was still a close call. I did this because even with multiple keyboards, trying to spam with multiple fingers would only register the press once as a hardware limitation. as well, the time limit is actually remarkably short for how much you need to spam it, considering internet interruptions as well can affect how effectively someone can play the game, especially if they hit any buttons to the side that acts as a shortcut on accident, which happened a few times as I was attempting to use multiple keyboards or even alternating my fingers. I get the idea you're going for, but on several occasions, I was right there as the clock expired
Oh yeah, I liked the RNG system most of the time and how cards were handled. There are a few issues I do have to bring up about it, for instance, I had most of my support options on blue and attack options on red, and sometimes the RNG would land on the one attack or support option that I put on the other side 3times in a row, like the game recognized the one thing I didn't want it to land on, it made me a little sour, but 1/4 is still a 25% chance which is higher than you'd think. That's just a general feel of RNG though, it will always be a minor issue because Random Chance is random chance, however, the combo Items that specify which slot they go to may be an abusable problem, because I exploited the hell out of the 1 2 3 Chakrams, not just because they were an easy combo to 9 damage (18 with a boost if you're willing to fight with tedious methods as I am), but it's rather easy to combo into itself for permanent cards. I mean I enjoyed using them, and I'm not one to suggest it's a bad thing I can just use a card and immediately regain said card I used, but it can be a balance issue if someone were to grind a while and cheese a boss by power boosting a canon into a boss 4 times, like what I did, because I thought it was funny. Those were really just the problems I found with the system, but as a whole, it works rather well.
I like how the main character is actually chaotic but ordered in their nature, I don't know if that was on purpose or not, with the whole order and chaos stuff, but I found it interesting none the less, and if it weren't for my aversion to reading books, I'd probably read more in that spooky library, the lore is rather good, even if I missed some of it (I'm going to now question how I can read miles of dialog but not a book that does the same thing). I can probably talk a mile more on things I like, the respawn animations, the artwork in general, the easy to get into story, the characters, the final boss (No Spoilers), optional bosses, optional struggle wedges that can be better items than what's in shop, losing to enemies was fun for dialogue and artwork. It's a really good game and you should be proud.
So, I think I have a lacking trust when a game that features my fetish has a lot of story because of one big bad experience with this one game that was overly political and didn't even have likable characters. I was nervous about getting into this game and didn't know if I could really enjoy it. I think this game is amazing, and no, thank you! I enjoyed the philosophical concepts without being beaten over the head with a shovel to think what's right, I enjoyed... mostly... the gameplay and the Random Chance stuff. It also felt a bit like a deck builder, and I love the card system. I even actually started just hunting down chances to see what the characters would say rather than just farming down the vore scenes. Game Good 4.5