Thank you for the comment. I'll write them down on my feedback note. In case of the boss idea, I don't have a plan to make bosses. This is because this game aims for Celeste, not Hollow Knight. However, I'm considering making a 'boss mode' after final stage is finished, as someone suggested the same idea before.
SFC0100
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Actually, I've already mentioned several things you pointed out on Patreon and in the previous project.
I don't prefer long-term development, so features that require heavy work, such as customization and user-mods, won't be included . Likewise, the number of large characters will be limited to two or maybe three.
I don't plan to add a futa content for this one and the stage where the player can explore inside the body is already planned.
I will add a stage for the "galley" which will act as a debug feature.
Thank you for the feedback.
Thank you for the detailed feedback.
First, this demo was made to show the overall concept and goal, so a lot of features are missing, such as moving platforms, enemies and other stuff found in good platformers like Celeste, Super Mario Bros. Wonder, and Super Meat Boy. After those are implemented, the actual level design will be developed.
Second, yeah I will take that advice.
Third, someone mentioned the variety of death animations before, so they're now in my development plan. However, they are a low priority for now since I want to focus on level design, which includes eneimes and hazards.
Fourth, that's not a bad idea and I want to add them ASAP, but solo development is really a hellscape you know lol
I had the same thought when I started making game. But, I choose not to do it, and there were reasons for that. WASD for aiming is worse because you'd need three hands to run, aim and jump at the same time. The best option a mouse, which works the same as in 'Rusted Moss'. I'll consider adding mouse-aiming option. Thank you for your advice.
EDIT : I removed aiming process and let the player shoot directly with WASD. It would be much easier to shoot now.
You got that right. I checked the missions from SC2 and AOE2 to get some ideas. SC2 solves the boring game problem by introducing new units step by step. You may have noticed units in my game do not share the same role(tank, damage dealer, healer). This was intentional.
I wanted to add story but I think it would take way too much time to draw all the CG. Actually, I'm planning to learn Blender next year to make a 3D game. Maybe I should make a game starring hand cannoneer who teams up with giantess. I'll try to include a story in my next work.


