I'm glad you put keyboard menu controls in for a keyboard controlled game.
I immediately the UI is very distracting. Navigating the menu is already hard with small borderless white text, but the stylized distortion on top of it makes it worse. I think this is very much a style-over-function incident. The "low graphics" option wound up being a must just for the menu.
I tried fullscreen on my ultra wide and it didn't scale properly (I'll try to getscreenshots). This means it might also not scale on other resolutions, even if it's a more normal aspect ration.
Love the art style.
The art in the combat sort of reminded me of Mother/Earthbound, I'm not sure if that was intentional.
I liked the timed blocking mechanic on the fights, it was really well done. The rest of the fight was a bit hard to figure out though. I THINK I got it because I did manage to win several fights, but I don't know for sure.
A similar thing happened in game where the player portrait was in the center but the enemy graphic and selectable UI was way over to the right. I think your settings are set to adapt to different aspect ratios, but your UI elements weren't designed to reflect that.
I know the menu is a bit distorted, I had a better design in mind, but unfortunately ran out of time before the deadline Thanks as well for letting me know about the fullscreen scaling issue
I thought the game would be easy to figure out because a couple of my friends tested it without any problems and I intended for players to figure things out for themselves
This is just a prototype for an idea I’ve had for a while, but I’ll likely release an update after the jam to fix the resolution issues Thanks again for playing
i liked this game very much the polish is unnatural and the gameplay loop is fun, the art is cool and the music is catchy and im not saying this because im part of dev team real trust
Comments
I'm glad you put keyboard menu controls in for a keyboard controlled game.
I immediately the UI is very distracting. Navigating the menu is already hard with small borderless white text, but the stylized distortion on top of it makes it worse. I think this is very much a style-over-function incident. The "low graphics" option wound up being a must just for the menu.
I tried fullscreen on my ultra wide and it didn't scale properly (I'll try to get screenshots). This means it might also not scale on other resolutions, even if it's a more normal aspect ration.
Love the art style.
The art in the combat sort of reminded me of Mother/Earthbound, I'm not sure if that was intentional.
I liked the timed blocking mechanic on the fights, it was really well done. The rest of the fight was a bit hard to figure out though. I THINK I got it because I did manage to win several fights, but I don't know for sure.
A similar thing happened in game where the player portrait was in the center but the enemy graphic and selectable UI was way over to the right. I think your settings are set to adapt to different aspect ratios, but your UI elements weren't designed to reflect that.
First of all, thank you for the feedback
I know the menu is a bit distorted, I had a better design in mind, but unfortunately ran out of time before the deadline
Thanks as well for letting me know about the fullscreen scaling issue
I thought the game would be easy to figure out because a couple of my friends tested it without any problems and I intended for players to figure things out for themselves
This is just a prototype for an idea I’ve had for a while, but I’ll likely release an update after the jam to fix the resolution issues
Thanks again for playing
i liked this game very much the polish is unnatural and the gameplay loop is fun, the art is cool and the music is catchy and im not saying this because im part of dev team real trust