>The game is currently menuless, and I'd like to keep it that way if possible. So this might involve editing an external file. Is that too tacky?
It won't really fly as it's a basic function of the game, but you can sort of make a pseudo in-game menu in the starting area that you always teleport back to on death. Now as to how, unfortunately that's your problem. One of your fellow developers made an interactive menu as part of his game, 'Bun Escape [RESET]'. It's pretty neat in function and design. Figuring you could sort of do it in game like some sort of speech bubble with control settings and so on, tie it next to the fairy, whatever your plan may be.
>Roll is X, down -> forward, or double tapping forward. I thought having a few options would be cool. In MMX you could dash with a button, or double tap forward. Maybe down -> forward is not needed.
It's fine to have options and it'd be better to let the player decide if he wants a proper keybind for rolling or if he wants to enable a shortcut through the settings menu for rolling which is activated by pressing down-forward quickly. As it stands I tend to get rolls when I want something else, be it looking down and moving forward or whatever. Give the player his choice.
>The global attack timers is in, but its set at about 300 milliseconds right now. Tried it longer and it made things too stilted.
With roll-stinger actually being pretty decent, global attack timers might not be necessary as I told you, but alas.
>Working on a fix to hitting enemies through walls. Only complication is that I need to make sure that it doesn't cause a "miss" when there should be a hit, because there is a little corner in the way or something.
Unfortunately I can only advise you visually and the way it'd be would be most likely complicated that would somehow involve making platforms different types of wall when considering sword collision(so as to let them through at least). You're going to have to take someone's else spin and make it your own.
>I intentionally let players roll under half open doors. I thought it kind of makes sense, you can roll through narrow passages. Does it feel weird?
It's only weird because I can roll while it's still in the process of opening, you can't even call it half-open and only maybe a gecko could go through. You can speed-up the door opening animation for a fix, though.
>Not sure what you mean when Frauki can't jump down from a platform?
Sorry, I actually found out it might be related to getting hit by those flying creatures that daze you and the effect you obtain when going near certain mushrooms as well. I didn't update it and forgot about it later, but I think I died with the effect still on and I couldn't descend any platforms so I just wrote that down and restarted which fixed it.
>A lot of enemies can counter the roll-stinger. Unless you dodge them first, then use it or something. Were you able to just blast the samurai with it?
Samurai takes a dodge because he's almost always in a parry/block-state until he preps his attack. Rest can be killed easy, depending on situation for the maybe sole exceptions(besides sentries due to their position) the scythe wielding frog as he'll brush off any hits until he does his own attack, maybe I can hit him while he's mid-air, mid-attack.
>Hilarious gif with the samurai. OOPS. I'll fix his AI
His katana hitbox too, please.
>Did the size of the world feel too small? How long did it take you to get through?
Unfortunately it felt a bit padded due to the far away checkpoint system but I really can't give you a rough timer. I multi-task as I play the game, be it reading the thread, comments and reply on this page and so on. Plus when I'm also writing my comment I try to make sure I can reproduce things and to keep it accurate. So I'm re-playing demos as I write my feedback. World size felt pretty decent but I'd expect bigger if you do implement checkpoints and 'better' shortcuts as written above - spawn to sewer level- type of things. Recording and making webms all takes time into account which I, myself, do not time. 2-5 hours and read this value knowing what I've just written above.
>Did falling down through the world and looping back to the top make any sense? My plan is that the final "shortcut path" will be to start climbing up that tower, instead of going down.
It's not common, but it can make sense if justified well enough as with all things. If you take a look at the Dragon's Dogma cut content and concept art, they had a tower that was fairly similar in concept to yours, so it wouldn't be much of a problem. They just had little budget and no time.
>Did you find any of the health upgrades or anything?
I thought it showed in my screenshots, I have five health bars. Basically I collected all in-game that can be collected through normal means. I know there's one locked between multiple walls in the sewer pipes. Also as someone said in the thread replying to you, any sign notices regarding whether or not I'm treading through unfinished areas would be great, for all demo runners really. I get to know how much content is up and if missing areas are a bug or not, between those lines.
Here's my question this time, you're the only one to follow me, why? Everyone including you were to be 'picked' up eventually as I went through my collection.