I want mooooore! Very promising demo that was over too short. Had cute characters that I got attached to and some solid, if basic, platforming. Looking forward to more.
I want mooooore! Very promising demo that was over too short. Had cute characters that I got attached to and some solid, if basic, platforming. Looking forward to more.
Yeah I just saw on twitter!
You're right about it being a demo, I don't know how we overlooked such a simple thing, I think it got lost when we were rewriting the text to hit the deadline, to say that we've been too busy to notice is a bit embarrassing haha! I've edited the description vuv
We sat down and watched the video together and had a blast!
Thank you for your kind words!
"And it's not blue... *chuckle*" was my favorite part ;)
Here's FuturecopLGF's video!
https://youtu.be/DqsrDdFR7kA?t=18056
Pretty fun to play; cool graphics and charming characters that make you want to get farther and farther. A bit frustrating though: the enemies don't act in ways you can react to a lot of the time, and the stamina system can screw you over when it really doesn't even need to be in the game (at least from my impression).
The enemies come down to design oversights in my part.
I think the stamina comes down to tying too much to it. If you want to glide, you have to eat stamina to dash first. If you want to double jump, you have to eat stamina, even so. I don't think the idea is inherently bad here, but too bound to it. Like, could the game play better if double jump was independent of stamina? Or if dashing had a smaller up front cost? Or what if the gliding was completely independent of dashing even if they both use stamina? I feel the abilities should be rethought if I ever touch the idea again (which I do want to, eventually).
A cute little gallery to go through, but a bit frustrating: you can't see the character you're pointing at when you're pointing at them due to the opaque pop-up with the artist avatar in it covering it, and there were tons of times I was trying to hover over a character but it kept thinking I was hovering over someone else.
Also, there were some inaccuracies here and there, like Hollow Knight from Shovel Knight?
Thanks for your feedback 🙏
Cute little game; the art and aesthetics really elevate it. The actual platforming and throwing mechanics are a little clunky at times, but the puzzles were really solid and fun to solve.
Thank you!
Wow, that's a blast from the past right there. Little bit of a frustrating start due to it being very slow and confusing, but it seems like a decent enough management sim that harkens back to ye olde newgrounde dayes.
Thats what I was going for, thanks. It was a pretty learning experience.
Not too shabby; I think it's a good engine that you've put together and I'd like to see more from it. As it is right now, it's a little too bare to stand as a game by itself; needs more unique rooms, cool abilities and challenging enemies, among other things. Some things I do like are the little hover-over tooltips for your items and abilities; that type of element is usually ignored in these games for more fun things. Nice to see arrows embed in the environment as well; a nice little touch.
Thanks I 100% agree, and I'm working on adding that stuff.
Thanks for the reply!
Always glad to see another twin-stick shooter, especially when it's taking after something as action-packed as SMASH TV. This seems promising but does have some parts to it that could use some polishing as right now it's a little clunky in general.
The HUD and text elements can be a bit buggy and misplaced, and the colors work against itself and makes things less readable since it's all so bright. Some of the items are a bit confusing and there's no way to tell what you picked up (for example, why is a shotgun not a shotgun but just a burst powerup?) Death is way too fast both in dying and reviving, leading to confusion (especially considering the previous feedback about color, which makes you lose your character easily). Dodge roll seems to be only for positioning, when a lot of games it is used for invincible frames to go through an attack; for this, it might be something to consider implementing.
Looking forward to see more from this; with a big more polish, new enemies and such, it could really go places, I think.
Thanks for the feedback - other than the ammo counter, What are the other HUD elements that are misplaced or buggy? Are you talking about the text that appears over the orb and teleporter?
I had the dodge make you invincible, but I changed it. It makes escaping way too easy and almost feels like cheating; you can roll through a line of enemies - I'd rather have the player be considerate of their position in the arena. If the map was bigger and had more enemies it would feel better (like in Telsa vs Lovecraft), but this is all about claustrophobia.
Solid game! Had fun playing it, especially once I got to the final boss! Also had good bits of clever design, such as teleporting players to a checkpoint if they fall into acid, instead of having them just bounce in the acid as so many other games do. Only issue I had with it is that it eventually started to drag a bit as it didn't freshen up the levels or introduce new enemies/mechanics for quite awhile. Once you get to the final boss, however, it's all worth it!
Thank You. Yes, this is the main problem of the game.
Very cool! I really got dragged into the world and loved the characters. I wasn't able to beat it yet since the bishop fight destroyed me (I thought I was supposed to lose! lol), and without a closer checkpoint to work from, it feels too punishing to continue. I understand it's a roguelike and it's supposed to be tough, but this is more like a story RPG and it can really lose pacing and momentum when you can die and have to start over from sooooo long ago, hearing people say the same stuff, but with less impact now. The mechanics were solid though and the world is mysterious and intriguing.
Edit: (Doh, I guess I missed an altar to save in! That helps a bit if that's the case.)
Hi, did you perhaps miss Karin's house, which has an altar you can save in? Or do you think Karin's house is still too far from the boss?
Very solid game! Cute, charming graphics combined with smooth gameplay. Loved the heck out of serving customers. I could easily see this run and run with an endless mode, or more difficulty switches where you can't see the letters for the next plates when you're serving and so on. It just feels so good that I wanna keep going!
Hey, glad you're enjoying it! There's definitely a chance we may do more with this idea in the future. :)
Still working at it, bit-by-bit.
Age 36, Male
Computer Guy
UMD
Joined on 11/21/06