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Frebbventure Alliance (Alpha 0.1.3.1)

Even more action-platform madness, with even LESS gimmicks than before! · By AlmyriganHero

Couldnt get into this very much sorry

A topic by Hot Guru created Oct 26, 2025 Views: 244 Replies: 4
Viewing posts 1 to 2
(2 edits)

Huge fan of the first game, didnt enjoy this one quite as much I dunno.

I really like the direction and idea of this game being arcadey and score based rather than the mission based challenges the first game had, since you can argue with that system you can pretty much mitigate the challenges by just doing one challenge each playthrough becoming a little repettive because of it, rather than doing them all in one level which increases the difficulty of stages quite a bit (to my liking), but with a score based challenge you have a criteria you have to set by the game's standards that your constantly aware of playing level after level, making the title very replayable, which something you cant say for a lot of action platformers!

Though I have problems with how its implemented here. When dying you usually lose score, which is totally fair, but then after returning to the checkpoint you cant gain the score you gained from defeating enemies right after the checkpoint you spawn from, and I think thats weird because what if I fought all the way just right before the next checkpoint only to try again and gain nothing? maybe this is used as a tactic to stop players from point farming, but I dunno I dont like it personally.

Another thing is how one of the most appealing mechanics of the first game feels buffed out, and thats the dodge move. It felt so satisfying using it at the right time just when im near an enemy or obstacle and bounce off it like a bounce pad or even just using a character's dash attack move and adding a dodge to that to increase the distance covered. But here it feels frankly watered down, and I cant see the reason because enemies are always coming at you and throwing stuff and there are even jumps that took me multiple times to get down.

Maybe this all takes some getting use to and I should try some different tactics and styles of play but I dunno, Im on the second world where I reached the pirate pig and while I enjoy playing as him a lot more than the rest of the cast with his extensive range of jumps and dashes I dont like that I had to go through all of that just to reach him.

See if you can change my mind and maybe offer a tutorial on how to get good, Im trying to like this game as best as I can, because I can see the effort love put into this and how much its trying to step up from the first, but so far it hasnt been meshing with me sorry

Developer (1 edit) (+1)

Hey there! And first up sorry for not replying sooner. I don't check back on itch.io very often, because... well, I don't get much activity here in the first place. YouTube, Twitter and Discord are the best places to ask questions and leave comments.


I'm genuinely a little surprised anyone who liked the first game wouldn't like this one, considering how intentionally similar the base gameplay and structure are and how much more polished the art and controls are. To address the two main points you mentioned, though:


 Enemies only giving points the first time they die is, in fact, an anti-farming method, and it's not theoretical or pre-emptive either. It was a change recommended by a beta tester who was already death farming points. The best thing I can recommend is honestly just playing through the game, not taking the low ranks you get "personally," and coming back to grind out higher ranks when you're done with everything else. They're MEANT to be very hard, and nothing at all important will be locked behind them. Collect as many of the black gems as you can and you're good as gold for the postgame this time around.


The dodge... now THAT'S a complicated one. It's actually been buffed AND nerfed, in recent closed beta builds. It's now faster and covers more ground than ever, on top of gaining a zero-gravity effect... BUT, it's also had its invincibility frames removed. This's been a controversial change, but while designing some later bosses I realized I didn't like how overcentralizing a universal instant iframe button is. It made a lot of enemy movement and projectile patterns feel like they just don't matter at all, because you didn't need to physically avoid anything or manage your movement much. Not sure if that sounds better or worse to you, but if the snappy speed burst was the part you really missed, that might be an improvement?

Thankyou for taking the time reply and explain, and I do agree with your philosphy of not having the dodge to be the prioritiezed way of evading damage, its used to oftent in games where you can practically just move away from the attack rather than pressing a button to evade it at the right time. Personally regarding the ranking system, I cant just ignore it man, If I dont at least get a B or an A Im not satisfied necessary or not, but  overall looking back maybe I judged this game rather too quickly, I feel as though the hardships of the best games is always having to get into grips with the things that make it special. I'll give this another go.

You know, that last question is a trap; if you say you liked the snappy speed burst, that's all well and good, it was also good in Silksong. But if you basically say you want to phase through everything rather than understand how the attacks work and maneuver around them, he's going to say "git gud", albeit in a much more polite manner.

(1 edit)

Removing I-frame dodges is controversial? I'd like to know who else is complaining about something so obvious. But the fact you precisely explained the problem with giving players the power to make the character temporarily phase out of reality makes me think you are, like REALLY good. Also, can we play as Roxy again?