I love this art style so much, and the game seems very high effort. My game was very very broken, but It seems like it was just me. Its good to see other Fire Type games here. Well done!
REDO
Creator of
Recent community posts
Ras will be happy to know that you liked the music. I can see the argument that the ground pound could be anti slick, but at the same time the ground pound is like all my sauce. I could take out the ground pound, but then I would have nothing of worth. That's not to say your wrong though, that's why I'm not going to make this into a full game. Thanks for your time and feedback!
I'm happy that you think the game has depth. I actually originally intended for it to have an even less intuitive movement scheme, my idea was to do something like Mooncat. Which is a game from UFO 50. It's got an awkward control scheme, but once you get used to it it feels extremely fast and slick, even though your movement speed is super slow. I wanted to try and harness that POWER, so that's why the game is the way it is. While developing I got used to the controls pretty quick, and after that it got very fun. Its definitely awkward at first, but I didn't want to change it because I grew to love it. I think that when games have stranger control schemes/movement, it makes them feel better to be good at in a way. I'm happy that you desire to come back to the game, and I appreciate the feedback a ton! Thanks for playing!
Thank you! I gave my whole soul into the performance! I actually broke the moving obstacles halfway through development which was why the circling orbs are the way they are. Right now i'm working on a full version of the game with hopefully some better artwork. I think a death counter could be a great idea! It would be best to have it in the menu or somehow integrate it with gameplay/plot.
Thank you so much for such a detailed review! I had a lot of fun making this game and I'm very happy with the way it turned out, but at the same time there was a ton of things i wished had more polish. Right now I'm working on a full version of the game which will address alot of the pacing issues. It will have a few more levels and the difficulty won't fall of a cliff like in this version. I do agree that the constant tapping could get irritating at some points, but I plan on allieviating that with some new gameplay mechanics. Expect a trailer in a few months ;-;




