I despise infinite games and competitive ladders. The missing part is the purpose that does not sound like an excuse.
unwave
Recent community posts
The idea of melt leashes to get metal is interesting, like you are freeing the pets.
The controls are finicky. I literally just mash all the buttons. I have managed to find the right combo but still don't understand how to use the crafting table. First I get close to the board, then I press all the buttons in the ASDFGH row, the characters starts to run into the wall, I enter the full-screen mode and exit, and only then the crafting menu appears. It's easy to soft lock yourself, like you can end up getting out of the table with the color palette still in your hands and not be able to do anything.
Nice amount of challenge for the narrative setup to make me retry like 5 times with a gameplay that can also stand on its own and cute 3D art.
I could not get at first what exactly I had to do, like I thought that I had to rush the witch request as the next entry. The text flashes too fast. When the elements are falling into the cauldron, I am, like, losing control because the elements I move at that exact moment are becoming misplaced. And also the usual Godot load stutter, it looks like.
When I first tried to play it, almost everything was black, but now I beat it. I don't really like turn-based games, but this felt nice because you can spam shortcuts for fast turns. The minuses are the game has no sound, I cannot get at a glance which character I am controlling now, and some spells go to waste because I selected the wrong tile to shoot at.
I don't like to read in games, but the engine of this game renders the text as part of the page, so a TTS has read for me. I have almost finished the potion but then i got `d20 line 17: invalid return; gosub has not yet been called` in my knee and tried it again and got `d20 line 41: invalid return; gosub has not yet been called`. After a few attempts, I have managed to get to the potion mixing. The alchemist must have some sort of amnesia because he kept interrupting me by searching his pouch of seeds like 5 times in a row. Eventually I have finished the potion and make the owner drink it. Overall, the most irritating thing was the bugs and the fact you have to choose the same choices over and over again to succeed. I just felt like I was trying to cheat on a test instead of playing a game.
Could not make myself to finish the game without using an auto-clicker to boost damage greatly, kills the boss head in 3 seconds with the upgrades. The next two times I died to the boss because then I reach him I have minimum health even with the cheat. Before the cheat, I had damage 20 and health 240. Without cheats, I can reach the boss but cannot kill him and the upgrades are too grindy at that point.
The things that mess my runs are the red flying monsters blend in with the environment and the coins. I cannot predict when the clouds appear, making leaps of faith. And the monsters cannot be hit when they are in the same place as you. For example, the red phantom spawned by the finger monster sticks to you unnoticed, I even thought it was my wings.
I can imagine the developer playing it for like 20 hours while developing and now having unrealistic expectations. You will die dozens of times in the same spot until you find the right combination of jump, throw and hit the coin, jump again or hit the booster thing. The monster is like a carrot on a stick and you are the carrot. A kill volume that is always behind you. The visuals do not accurately represent how close it is or whether it can reach you. In one place it can glitch and get ahead of you, which allows you to see its behavior: it stays in place and instantly moves as you do as if you are hard linked together. You would need to memorize and perform perfect sequences of actions within a few seconds and even with the numerous auto-saves, which are might be broken spawning the monster too close, I have rage-quit.
The physics can be whatever it needs. I got confused at the beginning about how to gain speed, and a simple in-game tutorial would help. Like this one:
It is unusual in a good sense. It gives me similar to Counter-Strike Source surf maps vibe.
Or at least add a video with the gameplay demonstration to the itch.io page.