you seem the most interested in this game on the board, so I wanted to run something by you for how I plan to address "not forcing anything interesting with the masks" I'm adding bonus stages to each act, minus the bosses, so 4 in total for the demo. Each room will force a specific mask combo and present a unique platforming challenge that forces the user to use both abilities to overcome some slightly tougher, but shorter, levels. with a cosmetic prize for beating all in a chapter. I also feel like Sorrow is missing something, conceptually its supposed to feel like the most difficult to use, but it lacks a sense of power or presence that the others do (besides squishing Mary's sprite), I'm going to try to add some visual effects and add a small explosion on landing if you fall from a height greater than your max jump... that increases in size.
silvercricket
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I like how the blocks break cleanly into more shapes, I'm guessing you have the cube replaced with two models rendered based on
the position and angle they were struck at?
spotted a glitch? mainly from the blocks after they break, shrapnel can cause a following block to be knocked off course
and become unhittable, I also had a piece of shrapnel somehow launch me in the air.
the sound on the breaking of glass is a bit loud by default, even after turning my volume down a couple times, granted there's
no exact way to know what volume someone else's setup would be, I'd recommend putting some placeholder music at the start
to give the viewer an idea of whether they should turn the volume up/down.
angling is a little awkward in real time, and given the player doesn't need to move when making a strike as the blocks are
facing them, I'd suggest reducing the amount of input necessary to make angled cuts, perhaps if holding right click
made the user "free cut?" if you've ever played games like daggerfall, kingdom come deliverance, or bannerlord...
Its a good start mechanically though, kinda reminds me of fruit ninja.
that's very sweet of you, and yeah, I suppose the nature of the game as it currently exists doesn't really force the player to do anything interesting with any of the masks. And beyond some condescension from the game (which only comes up once) and the occasional easter egg... hmm, given me something to consider, thank you.
Current phase: demo, with a closed playtest
Genre: Action-Platformer, story driven,
supports keyboard/gamepad
I'm looking for honest feedback, especially if you find any bugs. I'm willing to exchange reviews on other people's work so feel free to reach out to me
If you enjoyed the demo, or are interested in the full game, please mention in your review that you'd like a cd-key for the playtest, I'll only send one if I get a proper review (at least 300 words)
we're looking for things that would look more organic or mystical. one of the ideas was a large white snow-cat that appears and disappears in a puff of steam. (the steam can be made and animated using particle effects by myself). Other things include the moon, but like, personified somehow. Two Finnish witches, one good, one evil. And a bunch of creatures that just sorta look like scary amalgamations.
https://discord.gg/nBzRQHsk introduce yourself to the group :) thank you



