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Comments & Feedback Sticky

A topic by Uppon Hill created Jul 14, 2018 Views: 4,781 Replies: 46
Viewing posts 1 to 20 of 38 · Next page · Last page
Developer(+1)

Say what you need to say, I'll always listen.

(+1)

hi, the game is gorgeous and  the music is fun and lively. The only issue i have ran into is I am attempting to play the game with a keyboard and i am unable to input many of the controls (all i can do is use z to jump, and x to attack). I cannot figure out how to roll, and c does nothing.  are there buttons I am missing, or is the game only playable with a controller?

Developer (1 edit) (+2)

Hi there,

You've just made me realise there aren't any explanations before the game starts on which keyboard buttons do what :S Sorry about that!

There are input prompts a bit later in the game that teach you how to roll but I should explain those buttons earlier (roll is C, but requires left or right arrow as well, in the current build. looking to remove that requirement). I'll make sure that in the next build, a keyboard shows up with the bindings displayed on that first screen if a gamepad isn't plugged in.

Some news, I am also working on a way to remap the keyboard controls in game, so look forward to that, if Z, X, C isn't to your liking.

Thanks for your feedback!

Hi, I was playing through the athenaeum because it didn't save and every time I got the empty book of blacksmithing Harriette just kept saying "Just go ahead and find section 'S'.

(1 edit)

I just came from playing the demo and I really enjoyed the art style, although there were a couple gameplay issues that made the game more frustrating than enjoyable. I have no idea what goes into making or coding a game like this so I'm not sure how many of these observations you can fix, so I'm just going to state what I felt needed to be changed. (I apologise, this could get a bit long)

The first thing I noticed was the controls. I played it on an Xbox One controller plugged into my computer so I don't know if the problem was on my end, but there was a small bit of delay between hitting the buttons and executing the action. It wasn't much, but it did cost me a couple of lives, especially when trying to parry some of the enemie's moves, especially the mountain goat. If it is on my end, I suggest instead having a dedicated button to parrying instead of using the movement stick plus attack. I often found myself moving left or right when I wanted to parry and it allowed enemies to hit me. 

Another thing I found was that once I attacked, I was locked into the animation and I couldn't move or roll when I was attacking. This is just personal preference, but I think the combat would be better if you were able to instantly roll in the middle of an attack, even if the attack didn't land or do damage. Again, that was just personal preference, the game played fine as it was. 

The second thing I found was that the enemies were a little hard for first level enemies. The hedgehog and the wolverine were fine, I had no problems with their difficulty, It was mostly with the mountain goat. With the controls as they were, it was very difficult to time and I lost more than a few lives to them. Perhaps slowing their speed will allow new players to learn the controls and the types of patterns enemies will have. 

The boss fight was fairly difficult mostly because I could not dodge the cross-screen bookcase attack due to the flying book that would hurt me and stop me from reaching the safe space in time. It was hard to hit the book since it was so fast and, in the end, I died six times before defeating the boss because of it. Other than that, I had no problems with it.

Despite it's flaws, I found the game extremely beautiful and fun. The character designs were unique, fun and memorable. The dialogue was very well presented (and I particularly enjoyed the song in the tavern). Wilhelm was one of my favourite characters, I believe he can be a batter one day. I absolutely loved the art style and the way the intro told you a quick summary of the world around you was fantastic. I was invested in the story and was super sad when the demo ended. I will most definitely be buying the game once it comes out completely!I loved it! 4/5

Edit: I saw this game at SMASH in Sydney, Australia and was immediately interested!

Developer

Thanks for your feedback!

I've been collecting a lot of feedback from around SMASH, which was the first time I've demo'd the game outside of strictly "gaming" related events. The delays and lag at the beginning and end of attacks are intentional (assuming you don't mean actual input lag on your monitor). That said I'll be tuning down the difficulty a little bit, specifically the enemy placement and level design as well as input timings, to be a bit less demanding.

Right now the list includes:

  • Giving roll less end-lag
  • Making the mountain goat less resilient (parry should stun him)
  • Doing a better job overall of giving visual feedback for when enemies are about to attack, what can be parried etc.
  • Making the boss fight clearer, with slightly less demanding timings.

The game is designed to have higher than average difficulty, but I think I agree with the general feedback that right now it's a bit *too* difficult especially for the first chapter, and that there's a lot more I can do to make the game more fair to the player.

As you know this release is an alpha, so I'm doing my best to make Insignia as polished and enjoyable as possible before the first chapter's full release.

Thanks again

First off, I had a blast playing the demo you made (playtime 2 hours). Fully certain gonna buy the game when available. I loved all the tiny details, Easter Eggs, the little interactions.

Here are the things I encountered during the run:

- When I press D and then directly Z it consumes a different item at times, when I change the selected item it is fixed.
- Sometimes when a cut-scene is happening and the camera is panning the name tag will flicker. A notable one was at the destroyed bridge.
- The parallax background feels at times a bit weird combined with the pixel snapping. But I got quite fast used to it. Just something to point out.
- Another thing that happens with the pixel snapping is when you walk horizontally some objects will shrink vertically, this happened at a few places, the first village and also the pillar at the broken bridge.
- I couldn't walk over the metal shut when the mining cart gets dropped down.
- When obtaining an energy orb, the current energy gets from half-full to full during the upgrade animation, back to half-full after it when the camera is panning back to normal, and then back to full after that is finished.
The wood in the caves just outside the part with the lift/elevator doesn't feel like it is blocking you and feels more like a background thing.
- GAMEBREAKING BUG: You can't pet the dog
- Gunther was still pickupable after the quest was completed to bring him back.
- When buying something the countdown it reaches one above the thing you bought. So I had 1855 bought something for 350, and it displayed 1506 at the end
- I was unable to cancel the lift when I got a selection option
- Sometimes wall-jump was sort of cut-off. I think when having high frame-rates holding the Z button when wall-jumping will cause the jump to kind of stop. Possible way to debug is maybe to decrease timescale?
- When I entered video settings it applied some changes when entering. And it would be great to be able to change the settings in the main menu.

Other than that and the things that are work in progress; Great job! And the improvements you made in one year are unfathomable. If you need any help just hit me up and I'll do my upmost best to help. And as closing note: Thank You!

Sietse (a.k.a. sho3k)

Hey, just played the demo a bit (version from about 3 days ago). In the cutscene where the old man throws you the sword, I couldn't pick it up. I continued on, was able to get through the fighting tutorial since I had the guard's sword, but after I gave him his sword to complete the quest, I remained without a weapon. Based on the interaction with the guard (not wanting to show the sword I was supposed to get from the old man), I should have gotten the sword? But when I went back to the scene with the old man, the man and the sword was gone. So maybe a bug that got into the build somehow.

Developer (1 edit)

Hey Matej,

You should definitely have a sword once you speak to the old man. Did Armin say or do anything after the old man drops the sword? The intended behaviour is for armin to pick up the sword as part of the cut-scene and continue speaking for a while before the scene ends. I've personally never experienced what you're describing, so if you're able to recall what you saw as accurately as possible, that will help me try to figure out how to replicate and fix the bug.

I really appreciate your feedback, and I'm sorry you had that experience! The game would have been unplayable without a weapon beyond that point, which is a real bummer :/


---

Nevermind, I was able to replicate it almost immediately. Patch incoming!

Yeah, he didn't go even pick up the sword, I just got control back, but it seems you figured it out. I was able to jump around past enemies for a bit so I saw the rest of the art a bit still. I personally like the peaceful zones the most so I got what I was looking for. :D

Hey I watched your youtube video on making remember Apollo, so tried that and this game out. Both games we're a lot of fun and I can't wait for more of Insignia. While playing Insignia I ran into three bugs. I played on a cheap logitech controller.

1. when crafting I had to use a different button than prompted

2. when fighting the spider after one attack cycle it just ran toward the left wall for the rest of the fight.

3. when dodge rolling in the library between screens I would get stuck in the animation next screen, I couldn't walk after but could roll out of it.

I liked the demo enough to throw you a few bones(Hoping I can purchase a full version one day.) great job.

I was unable to play the game. I filled out my name, the only options it gave me were Z to go forward, but I just starred at a stack of books, was never able to progress further. Love your youtube and was hoping to give this a try. 

Developer

So sorry this happened! After filling out your name, the game should begin once you hit enter. Which platform were you playing on? Maybe I can find a fix for you. 

I'm incredibly stupid and did not realize I had to walk through the door to begin. Lovely game thus far. Thank you again for you excellent youtube videos. 

(2 edits)

Hello, I am a big fan of your art.  Library fight was an absolute beauty.  I ran into some issues.  My version is freshly downloaded as of today. Two big bugs:

1. I got the exact same bug as @mcginandjuice, the spider boss was just stuck running into the left wall for the whole boss fight and did nothing else after that.

2. I had an error that forced me to shutdown the game through process manager. It ended up not responding: At the beginning of the game when you go into the forge hut: there was no text for me and I ran into the middle of the room to pickup the design paper and it hard-stuck me there when I pressed "up".  The only thing I could still do was continue to press "up" and it would still reflect on the demo up-button on the screen properly, but nothing else would happen and I could not move, open menus, escape, attack or do anything else.  

3.  This one was less of a bug and more like a movement mechanic that did not appear to function as intended.  This is at the spider puzzle for the chest that had an orb in it I think.  After wall-jumping up to hang onto the ledge (before jumping onto the spider), EVERY TIME I tried to pull myself up from the ledge I was hanging on, the character just automatically climbs/jumps up with so much momentum that he overshoots the very ledge he was hanging onto and flies past it, which was super annoying.  I feel like if the character is hanging onto the ledge, pressing "up" should allow the character to slowly and simply climb directly up onto that ledge without over-launching.

-Personal subjective nitpick but the parallax effect when you are just outside the village, the mountains seem to be moving way too quickly when you walk, almost dizzying-ly so.

Thank you for putting beauty into the world!  Excited for release.

-Zan

(+1)

Hello there. I just finished the demo and I loved it! I find the esthetics of the game and its gameplay amazing (even if I had a lot of trouble getting familiar with the attack-jump at the beginning). I wanted to congratulate you for all that crazy work you did so far and encourage you for what's yet to come. 

I faced some MINOR bugs here and there -reeeally minor- : 

(little spoiler alert)

1- When talking to the fancy lumberjack, Hugh, I saw that we miss named him "Hugo" (guess this dude is everywhere huh)

2- Here I was trying to defeat the spider boss and I wanted to heal myself before I got hit again, unfortunately I did die but my eating-animation was still running so this happened :

 

3- I wasn't able to screenshot that one but at the end while talking to the librarian Hariette, one of her sentence didn't had a period at the end (I remember it was after we woke up in the "basement").

4- I don't know if it has been said yet but when you assign different controls to the game it doesn't save when you close and reopen the game.

The game is pretty good. Here are some things I ran into:


  1. Lots of screen tearing when running from scene to scene without letting go of the directional buttons
  2. The couple singing in the Inn, their dialog is off beat of the music. 
  3. You should be able to return the Iron Sword immediately after forging it, not until "later" in the game.
  4. The spider boss seems over tuned and its too early in the game for a "boss" that can easily kill you if you suck at parrying. It'll push more casual players away. 
  5. Some dialog of why players go from not killing anyone to killing rangers would be interesting. I get they are shooting at you but I would like to see some sort of text that there are bandits in the area. 
  6. Being able to see learned designs from your inventory would be cool
  7. Using the select button to open up your inventory / journal would be nice as well

Rolling in some situations can softlock you until you restart the game.

I had a blast with this demo! I only encountered 2 bugs that jumped out to me. 

1. I got attacked by a hedgehog and a bear. I was able to kill the bear, but the hedgehog took on invincibility. This was in the area of the dodge prompt.

2. In the spider boss fight, I jumped behind the spider and she ran into the left wall and just stayed there. I was able to just stand behind her and take my time killing her.


I look forward to seeing this game get a full release. :)

I've been watching all your videos this week and am absolutely inspired to make something myself! Absolutely love all the details in animation and different characters so far :D

Bugs I've found / problems I've had: 

  • General controls have been really fidly, especially for wall jumps with spider jump combos which have been too hard for a beginning level stand point, which resulted in me getting really annoyed especially when trying to fix the bridge
  • The spider boss fight just got stuck in the wall letting me kill it easily, but also the damage didn't scale with their health bar ( was on no health and still had to hit like 10 more times)
  • animations were messed up when carrying the child as a backpack especially when moving the lift crank
  • every time I entered an area all the monsters regenerated (fine if that's a choice) but so does my health so it doesn't feel like a challenge and that I actually need the food I pick up.
  • If I'm crouching (pressing down) I can't then jump, with all other arrow keys thats a possibility, (also the jump noise is a little strange)
  • The dialog noise for the most part matches the dialog animations, but can sometimes run on significantly longer than it should.

I can't wait to give this another go in the future and see how all these piece will slot in together :)

I must mention the quest to get the lil guy and to get it back to his friend (npc)... I had to get back to him multiple times, I call it a bug...
I recall saving an adventure and later recovering it wont allow u to keep him with you to run the quest, also since I was kind of lost as to where I could find the npc to turn it into I almost got back to the house the the Main Character I recall rolling and dropped then again the lil guy but he didnt appear there to pick him up....
so I had again to get back to him and jump back to turn him in. it's a nice game but delaying a turning in quest coulda take away some time, and since some of the jumps timing are hard it could prove counter productive to redo it. Anyways great game for what is shown, thanks, I didnt get defeated at all either spider or the librarian :D.

Oh man, your game is so wonderful. If only I had some money to support you :(

a couple of things that i noticed:

* text that autoruns in bubbles goes too fast and also starts immidietly so sometime i enter a room and someone immidietly speaks to me.

* UI - controlling the UI feels wierd and there is no option to use a mouse on it.

* add font changing! ive noticed u use 2 fonts, 1 pixely and another a very hardcore artistic font (that im having a hard time to read). as i know making fonts takes alot of time i would request a option to switch to a dislectic friendly font (beacuse i know dislectics cant play currently), i do understand that this may take away from the game immersion but its better to have less immersion but the player can play then the player cant playing at all and remember that this will only be an option.

(1 edit)

im pretty sure the other spider just didnt spawn beacuse i cant seem to be able to go throught this place.


edit: i managed to do it after i left the room and reenter when the lower string reupeared. i attacked that string the last time and it dissapeared.

Hi, i played the demo for the game recently. All in all I like the game and I will buy it when its released. The art style is great, especially the blue trees in the beginning and the view when you go on top of the watchtower! However, there are a few little things that I think could be better:

- The controls. Sometimes it feels like I'm not really in charge of the character, and I have to fight my way through every single step to make him move.  I noticed especially when jumping and landing, that there's a slight delay while the landing animation plays where you cant jump up again. This probably looks better, but it is so annoying, as it feels like the game is refusing to do what I want. I'm also a fan of jump height based on how long you hold the jump button, but I understand that it's not for every game, and the game works fine without it.

- The map design. All in all its really good, but some of the areas where you have to use the spiders to jump are just too hard. I'm probably not the best players, but there are areas where I realize what I have to do, but I still have to repeat the same move like 15 times in order to actually make it (especially the jumps where you have to wall jump and then hit a spider). Also, in the part where you have to hit spiders to get a cross the gap under the bridge, there is this one place where you have to jump up and wall jump before hitting a spider. I spent a good half an hour trying to figure out how to to that jump and I almost deleted the game out of frustration. I would love to see that jump being signalized better in the map design, by making the wall you have to jump on more eye-catching or something like that.

-  The fighting system.  It is fun and I love the dodge, but I had one little problem. In a lot of fights, especially the boss fight in the library, I easily forgot how much energy I had left.  I would love to have some sort of player feedback when you are low on energy, so that you don't end up accidentally overspending and having no way to defend yourself. 

- The librarian boss fight. Great character and fun fight in general, just a bit to hard in my opinion, considering its the first boss. The flying books got me every single time.

Yeah that's basically it, can't wait for the full game to drop!

Hey everything is working great so far but i have a problem that i can't go back to my savefile now. I have played 50% of the story and does not wan't to start over. Can you help me?

Hey, there is no way to pause the game to go back to the menu I noticed. There is also no way to pull up the controls as you are playing.

Another thing that is missing is the ability to pull up quests that you've either started or completed. 

Overall, good game so far! I just started it, so we'll see what happens with the storyline. I'm pretty excited! 

Developer

You can press enter to bring up the pause menu, which has the options you're looking for :)

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