It works well enough as a rage platformer - it most certainly made me rage lmao. But feels more fair then something like "I wanna be the guy", so great job!
Love the artstyle, love the animations, don't vibe with the, uhh, art direction, gives me weird vibes, like I'm about to see an H-scene. I generally dislike h "games", so I dunno, maybe it should lead more into innuendo territory and less into h stuff? But that's just me.
In any case - I feel like you've achieved what you wanted to achieve, so good job!
Echoing that other comment, either make this a blatant porn game or take out all the futa shit. It's offputting to me but the people who like it will love it if you lean into it.
The music is a little grating, I think it's the instruments you used
I had to go into the controls menu to figure out mouse/keyboard controls, those should be made apparent rather than just assuming I'm using a controller
Bug:
The ladder in the beginning of the first level is bugged, you can't move, attack, or dash after climbing down. You're stuck in the idle animation until you jump
That intro reinforces the negative stereotypes I hold about people who play hard platformers after 2018 so it's not for me, but the target audience might like it.
The spritework is good, and the gameplay is functional although it's much better with a controller, especially because you have to hold down buttons. You should probably have a "real bunny androids use a gamepad" disclaimer.
The visuals are really good and overall the game feels very well polished already. I noticed the mario reference when falling to the abyss, it was nice.
The only details that I found are:
The shooting button could be specified when needed.
The instructions don't show the keyboard buttons (see image).
Unfortunately I'm very bad at this game, I couldn't even get to the second checkpoint lol. I definitely need to practice platformers and your game will be useful to test my skills in the future.
Art and overall presentation are great, although I do wonder about the elephant in the room in the intro. Isn't it too porny for a non-porn game, but not porny enough for a porn game? Maybe that's what the MARKET loves, I have no idea.
I know it's supposed to be a hard game, but couldn't there be a breather level before the KISS YOUR ASS GOODBYE difficulty kicks in? Even if you are opposed to doing this for the actual game, for demo day you definitely should IMO, because people (like me) might get filtered too early.
My biggest problem with the gameplay is the shooting. You can fire multiple times to destroy a barrier, great. Or fire just once after charging. Since you fire infrequently, you might as well stay charged forever, right? But then you are spending 90% of the time holding a button, which feels AWFUL. I'm not sure how to fix this, but it really feels off having to hold a button so much, at least on M+KB.
I had a Dean Takahashi moment when you are supposed to jump after dashing. It works fine once you get it, but I feel that only being able to dash on the ground is unintuitive. Maybe there's a way to make it more understandable for the brainlets out there.
1. Yeah that's my fear, I'll lean into one direction later on. 2. I'll have a level/checkpoint select for future DDs so that people can check out stuff even if they can't beat the game. 3. There are games that have auto charging (e.g. Zexion) but personally that's just not the direction I want to go in, I'll tweak values so that it's not really necessary to use the charge shot and maybe later on there'll be parts with less emphasis on the platforming where it'll make more sense. 4. That's why that's the only part where I had to put text explaining it, still thinking on ways to improve it, but only being able to dash on the ground is an important part of the design (similarly to games like megaman x1/2 and dkc), an air dash would be a whole other thing imo. Thank you for the feedback!
What can i say man it's great, as i told you the other day my only real feedback is that really high wall on the first level being too tall and the grounded friction/physics feeling kinda bad but it's up to you to consider them issues or not.
Oh and please tune the rumble a bit and add rebindable controls for keyboard.
Fair point. It’s mostly meant for things that hit you on the ground, which admittedly doesn’t happen that often in this level. Even though the knockback is big, I think I was fairly generous with the invincibility frames if you manage not to fall, so I’ll try to further adjust the knockback force and duration (it’s also tied to how fast you were going when hit) Thank you for checking it out.
Art is really good and cute. (I'm just going to ignore the blurred elephants in the room.)
But the level design is shockingly cruel for what's the very first level of the game. Gave up on the section after the penguin with ceiling spikes.
Doors that you need to somehow shoot while managing the rest of the platforming is just a lot of inputs to consider for being this early in the game, and I still haven't even managed to really get used to X>Z because I'm too used to jumps being on X from other games I've played. Would definitely appreciate a way to rebind those keys.
It's certainly a choice to be going for such high difficulty, but I think there should at least be more checkpoints to help isolate each of the skills you expect a player to be using. It feels like a puzzle game mixed with really strict execution, and I'll admit that I'm probably not the target audience for this.
Ty for playing! And yeah, it’s not for everyone. It’s my autistic vision for the game to be this difficult, I just don’t want it to feel unfair. I’ll probably add things like a quick respawn like in some SMW hacks or a low-effort assist mode with save states.
It's a very fun tight platformer with great art. Especially the character looks very nice in the game.
the difficulty is very high, but it felt "fair" until the ice level with the penguins and the hot floors. At this point I couldn't even figure out how to progress and gave up. The trailer showed off some jumping off of penguin head tech which i saw after I quit, but even then bouncing off of penguins was very inconsistent and frustrating. Sometimes you get a big bounce and sometimes you don't.
It would make a world a difference to give some input leniency as many times I swear I landed and jumped off a platform only to use up a double jump. You should be able to initiate a twirl in the air after walking off a platform.
I don't think it mattered for this level but I didn't notice there was a charged shot. maybe there could be a door which requires it at the beginning?
Thank you very much for playing and for the video! I think the issue with bouncing off penguins is that some players think you need to time your input to bounce higher, when you actually just have to hold jump. I had a hard time making things like that clear, and I’ll definitely try to improve it. I agree about the input leniency, and yeah, for future DDs I’ll add a level/checkpoint select since this demo didn’t save progress.
Game has a really good first impression, but it's really annoying you have to mash the jump button every time you die. I was getting more irritated the longer I played. I made it to the boss once but I didn't want to do the last few annoying jumps every time until it died so I called it there. I wanna keep watch though because everything was so polished, I can't imagine this game needing anything other than slight changes to level/enemy design down the road.
That's fair, the difficulty isn't meant for everyone, but I should remove pointless friction points like mashing to break the egg. Thank you for playing.
Comments
https://www.twitch.tv/videos/2616331270
It works well enough as a rage platformer - it most certainly made me rage lmao. But feels more fair then something like "I wanna be the guy", so great job!
Love the artstyle, love the animations, don't vibe with the, uhh, art direction, gives me weird vibes, like I'm about to see an H-scene. I generally dislike h "games", so I dunno, maybe it should lead more into innuendo territory and less into h stuff? But that's just me.
In any case - I feel like you've achieved what you wanted to achieve, so good job!
What I liked:
Suggestions:
Bug:
That intro reinforces the negative stereotypes I hold about people who play hard platformers after 2018 so it's not for me, but the target audience might like it.
The spritework is good, and the gameplay is functional although it's much better with a controller, especially because you have to hold down buttons. You should probably have a "real bunny androids use a gamepad" disclaimer.
Keep up the good work.
The visuals are really good and overall the game feels very well polished already. I noticed the mario reference when falling to the abyss, it was nice.
The only details that I found are:
Unfortunately I'm very bad at this game, I couldn't even get to the second checkpoint lol. I definitely need to practice platformers and your game will be useful to test my skills in the future.
Very impressive overall!
1. Yeah that's my fear, I'll lean into one direction later on.
2. I'll have a level/checkpoint select for future DDs so that people can check out stuff even if they can't beat the game.
3. There are games that have auto charging (e.g. Zexion) but personally that's just not the direction I want to go in, I'll tweak values so that it's not really necessary to use the charge shot and maybe later on there'll be parts with less emphasis on the platforming where it'll make more sense.
4. That's why that's the only part where I had to put text explaining it, still thinking on ways to improve it, but only being able to dash on the ground is an important part of the design (similarly to games like megaman x1/2 and dkc), an air dash would be a whole other thing imo.
Thank you for the feedback!
What can i say man it's great, as i told you the other day my only real feedback is that really high wall on the first level being too tall and the grounded friction/physics feeling kinda bad but it's up to you to consider them issues or not.
Oh and please tune the rumble a bit and add rebindable controls for keyboard.
forge on goon lord
looks and feels cute, but what is the point of being able to take 2 hits when most stuff knocks you into insta-death-pits?
Fair point. It’s mostly meant for things that hit you on the ground, which admittedly doesn’t happen that often in this level. Even though the knockback is big, I think I was fairly generous with the invincibility frames if you manage not to fall, so I’ll try to further adjust the knockback force and duration (it’s also tied to how fast you were going when hit) Thank you for checking it out.
Art is really good and cute. (I'm just going to ignore the blurred elephants in the room.)
But the level design is shockingly cruel for what's the very first level of the game. Gave up on the section after the penguin with ceiling spikes.
Doors that you need to somehow shoot while managing the rest of the platforming is just a lot of inputs to consider for being this early in the game, and I still haven't even managed to really get used to X>Z because I'm too used to jumps being on X from other games I've played. Would definitely appreciate a way to rebind those keys.
It's certainly a choice to be going for such high difficulty, but I think there should at least be more checkpoints to help isolate each of the skills you expect a player to be using. It feels like a puzzle game mixed with really strict execution, and I'll admit that I'm probably not the target audience for this.
Ty for playing! And yeah, it’s not for everyone. It’s my autistic vision for the game to be this difficult, I just don’t want it to feel unfair. I’ll probably add things like a quick respawn like in some SMW hacks or a low-effort assist mode with save states.
It's a very fun tight platformer with great art. Especially the character looks very nice in the game.
the difficulty is very high, but it felt "fair" until the ice level with the penguins and the hot floors. At this point I couldn't even figure out how to progress and gave up. The trailer showed off some jumping off of penguin head tech which i saw after I quit, but even then bouncing off of penguins was very inconsistent and frustrating. Sometimes you get a big bounce and sometimes you don't.
It would make a world a difference to give some input leniency as many times I swear I landed and jumped off a platform only to use up a double jump. You should be able to initiate a twirl in the air after walking off a platform.
I don't think it mattered for this level but I didn't notice there was a charged shot. maybe there could be a door which requires it at the beginning?
Also a level select.
Thank you very much for playing and for the video! I think the issue with bouncing off penguins is that some players think you need to time your input to bounce higher, when you actually just have to hold jump. I had a hard time making things like that clear, and I’ll definitely try to improve it. I agree about the input leniency, and yeah, for future DDs I’ll add a level/checkpoint select since this demo didn’t save progress.
maybe you can activate some kind of pogo stick animation to show that you will bounce higher.
Game has a really good first impression, but it's really annoying you have to mash the jump button every time you die. I was getting more irritated the longer I played. I made it to the boss once but I didn't want to do the last few annoying jumps every time until it died so I called it there. I wanna keep watch though because everything was so polished, I can't imagine this game needing anything other than slight changes to level/enemy design down the road.
That's fair, the difficulty isn't meant for everyone, but I should remove pointless friction points like mashing to break the egg. Thank you for playing.
Good music, good visuals, would add a super jump move mapped to Up + dash to make the penguin boss more doable.
Thanks for playing and for the feedback! I should probably also make it clearer that you can break ice cubes by dashing onto them.