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The Golden Bow

Comedy hardcore platformer with a bunch of geek culture references! · By thegbow

[Ver 0.1] Changes due feedback

A topic by thegbow created Jan 04, 2020 Views: 165
Viewing posts 1 to 1
Developer (3 edits)

Greetings, dear players!

Thank you all for playing the game and giving me your feedback. 

I've planned some changes according to your recent feedback and I wanted to share it with you, to show how important your activity has been!

No more babbling, lets get down to it!

1. Shorter intro cutscene. I plan to make it shorter by removing unecessary speech balloons while still maintaining the message that needs to be conveyed. This will make the progression pace a lot better.

2. Option to lower the difficulty settings. Most of you couldn't beat level 1. The game was supposed to be super hard, for a variety of reasons. One of them is to spread the message that with persitence and patience you can achieve anything, no matter how hard it is. Videogames taught me many things, and I want to help you to to become a more patient and persistent person by the end of the game, just like Dark Souls helped me to achieve that. 

But, thinking about it, there's a huge contrast here. The game visuals are cute, the story is funny and silly... and the difficulty is FREAKISHLY HARD? At first glance, the game might attract more casual gamers - and hey - the game should also be for these players. So I decided to implement an easer mode (it'll still be hard though, consider it a medium difficulty). On it, there will be less traps, more shortcuts, and less meaningly placed enemies. I do not plan to change the difficulty of bosses and mini-bosses on this setting.

3. Fun quotes and tips on the game over screen. If you played the game, you know that you'll die a lot. Worry not though, dying will be fun! I plan to make a bunch of different quotes and tips on the game over screen and make them appear randomly once you die. 

4. Display all the controls in the pause menu. This is for the demo only. The official build will have customizable controls, so that won't be a problem. At the moment, if you skip the story, you'll miss some of the core controls of the game. By adding the controls in the pause menu, no one will feel lost if they choose skip the story.

5. Turn off the mana bar until you have unlocked your first ability. This was confusing some players so I decided to turn off the mana potions UI until you unlock your first skill.

6. Reduce the max armor of the first mini-boss battle by 2. He's hard. Most of you could get to the Tanky boar, but not beat it. By reducing his max armour by 2 (currently it's 8), I hope to make the fight a bit more fair. I'm still uncertain about this change, but I will see if the pros of it outweights the cons.

7. Improved dialog controls. As you know, you can press spacebar to fill the speech balloon. I plan to make that if you press ''S'' it'll fill it, and if you press "S" again, it'll go to the next balloon. I'm a bit afraid of this because it can lead to skipping some balloons by accident, but let's see how it goes. 

8. Improved the precision of the controls. Some of you have judged the controls to be a bit imprecise. The controls were changed many times before, and the current default was the most comfortable I could find. But then again, hand sizes are different. I'll tinker around with the default keys and also try to improve how the character interacts with the ground, avoiding accidental slides.


These changes are my priority at the moment, and I will start working on them before moving on to level 3. They should be implemented soon, so stay tuned!


Thank you all!

Cheers,

Lucas.