better than i expected. seems to be in a somewhat early stage despite the very nice polish, some notes.
- explosive barrels do pitiful damage
- props having huge innacurate hitboxes makes sense for player collision but it feels really bad for projectile collision, you might want to have another collision layer with more precise hitboxes for the props that is only checked by projectiles.
- seems to be kinda too easy so far, i dont know how hard you want it to be.
- lack of pantsu under her dress feels insulting
- edit: going from ranged weapons to the daggers and the game became absolutely unplayable wtf
- edit2: your backstepping perk is bugged, it increases move speed while aiming in the global south direction, not in the local backwards direction of the character. lmfao
- edit3: game is completely trivialized by just roll-mashing to the teleporter
The game is a bit too easy. Having all the enemies in front in your line of sight as you player sniper, doesn't bring much of a challenge. Since they all, but 1 have to get real close to hurt you. The eyebats were likely the only real threat in the game, but they only stun and didn't do damage. I feel the spider should be able to fire from farther away and the plants shouldn't appear until you get close to them. Like a hidden trap.
I'm sure there's more blessings planned, but I don't feel the weapons should be apart of that pool. Getting them back to back feels like a wasted choice. I also don't know if the gems do anything at the moment.
- The art direction already looks excellent. The tree background sprite probably needs to be billboarded or something though, because I managed to position the camera in a way where I could see the edge of the plane on certain levels.
- I'm still a little skeptical of the main character's design. Her dress looks more like loungewear rather than something you'd expect someone to fight in, but I imagine it's probably a settled design at this point.
- The spider enemy's projectile attack needs a bit more telegraphing.
- The game is fairly easy right now. Most enemies need to get into melee range to hit you, while the player can snipe them from across the map. You might want to consider lowering the range of player projectiles, giving enemies the ability to strafe long-range attacks, or simply adding more ranged enemies that can fight from a distance.
- Daggers are by far the weakest weapon option. I assume they're not fully implemented yet? Projectile weapons are just a strictly better choice at the moment, so there's not much reason to ever use them.
- There's also a bit of a control scheme mismatch with melee combat in general. It doesn't really make sense to have to aim dagger attacks the same way you aim a bow. If you want to include melee combat, I'd probably make it work more like a typical action game where pressing left-click simply attacks the nearest enemy. You already have the dodge roll, so you might as well lean into some soulslike gameplay. Then, if the player aims, they could throw the daggers instead. I think LMB without aiming could make a nice secondary input in general.
I like what you have so far. The visual style is already very strong, and I think once the combat is fleshed out and the melee weapons have a more defined niche, it'll come together nicely.
Comments
better than i expected. seems to be in a somewhat early stage despite the very nice polish, some notes.
- explosive barrels do pitiful damage
- props having huge innacurate hitboxes makes sense for player collision but it feels really bad for projectile collision, you might want to have another collision layer with more precise hitboxes for the props that is only checked by projectiles.
- seems to be kinda too easy so far, i dont know how hard you want it to be.
- lack of pantsu under her dress feels insulting
- edit: going from ranged weapons to the daggers and the game became absolutely unplayable wtf
- edit2: your backstepping perk is bugged, it increases move speed while aiming in the global south direction, not in the local backwards direction of the character. lmfao
- edit3: game is completely trivialized by just roll-mashing to the teleporter
Art Style is very nice and polished. I felt the ranged weapons were very powerful, I got whooped handily after switching to the daggers.
Love the art style and design of the girl (Very lickable).
The combat seems basic, wonder if you have plans for a more varied arsenal or if you'll stick with the one weapon at a time design.
Enemies are ok, even if I'm expected to upgrade movement stuff to deal with the laser bats.
The daggers are useless, since most of my strategy was dealing with enemies through range and projectiles.
I wonder what will be the use for the gems.
The art style is amazing and very charming.
The game is a bit too easy. Having all the enemies in front in your line of sight as you player sniper, doesn't bring much of a challenge. Since they all, but 1 have to get real close to hurt you. The eyebats were likely the only real threat in the game, but they only stun and didn't do damage. I feel the spider should be able to fire from farther away and the plants shouldn't appear until you get close to them. Like a hidden trap.
I'm sure there's more blessings planned, but I don't feel the weapons should be apart of that pool. Getting them back to back feels like a wasted choice. I also don't know if the gems do anything at the moment.
Hope to see more of this and your overall style.
- The art direction already looks excellent. The tree background sprite probably needs to be billboarded or something though, because I managed to position the camera in a way where I could see the edge of the plane on certain levels.
- I'm still a little skeptical of the main character's design. Her dress looks more like loungewear rather than something you'd expect someone to fight in, but I imagine it's probably a settled design at this point.
- The spider enemy's projectile attack needs a bit more telegraphing.
- The game is fairly easy right now. Most enemies need to get into melee range to hit you, while the player can snipe them from across the map. You might want to consider lowering the range of player projectiles, giving enemies the ability to strafe long-range attacks, or simply adding more ranged enemies that can fight from a distance.
- Daggers are by far the weakest weapon option. I assume they're not fully implemented yet? Projectile weapons are just a strictly better choice at the moment, so there's not much reason to ever use them.
- There's also a bit of a control scheme mismatch with melee combat in general. It doesn't really make sense to have to aim dagger attacks the same way you aim a bow. If you want to include melee combat, I'd probably make it work more like a typical action game where pressing left-click simply attacks the nearest enemy. You already have the dodge roll, so you might as well lean into some soulslike gameplay. Then, if the player aims, they could throw the daggers instead. I think LMB without aiming could make a nice secondary input in general.
I like what you have so far. The visual style is already very strong, and I think once the combat is fleshed out and the melee weapons have a more defined niche, it'll come together nicely.
add gaaaem
it needs a password to access your game :<
Add a web version or a dl link my friend.