Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Too7ths

1
Posts
A member registered Apr 01, 2019

Recent community posts

hey hi, ran through it in a couple hours, enjoyed my time!
I've got some notes for you! 

Minor spoilers below this line:

-----

major glitches: 

- random slowdown (possibly memory leak or something?) when traversing overworld, solved by entering a town or dungeon. only happened once, was not able to reproduce. between second to last and last objective. Possibly due to the noted above stuck enemy issue?

- all enemies retain damage ability and collision for a short time after death/despawn. This never killed me, but it did lose me a lot of health over the course of the game.

stuck spots:

bee guys tent - if you jump at the tent's slope, you can get stuck between it and the wall nearest to it.

near shopkeeper that sells "headcleaver" - two low walls near eachother can get player stuck if jumped at.

at collapsed tunnel in the mines - if you platform up to the hole, you'll get stuck.

on load after completing part 1, player will be inside of wall beside exit door. dunno why you'd encounter this in normal gameplay but i was curious.

additional notes: 

stamina cost for jumping should either be removed or severely lowered (e.g. from 5 to 1.) At base, some stairs take nearly the entire stamina bar to climb, and it takes ages. This could be remedied by implementing some sort of collision-triggered movement that automatically lifts the player up when facing a "stair" wall. Just an idea, I have no idea how to do that.

Alternatively, removal of stamina cost for jumping entirely, as in the current version, there is no gameplay mechanic visibly impacted by jumping using up stamina. 

cheesy/grind spot: it is currently possible to continuously run the mines dungeon and receive the frost spell every single time. It takes little time to do the dungeon, and the gains from the chest are significant enough that a trip to the nearest shop could net you 155 gold for every single run through. one could consider this a decent grinding method, and it balances out the gold loss if the player dies, but there might need to be a cooldown implemented (perhaps based on the time of day cycle?) in order to slow the gain of gold. 

-----

overall, very pleasantly playable, if a little confusing on directions at times. Might need some road signs. Being able to access most of the dungeons before they were called for was interesting. I look forward to the next update!