tw;dw: great art, really cute aesthetic, but the darker terrain sprites sometimes made me think there was a giant pit instead of just a background texture
controsl kinda felt weird it just felt like there were too many controls in general, like aiming didn't really need to be an entire button; but I did switch to gamepad and it felt considerably better
vore attack softlocked me, couldn't do anything after that
some of the most insanely good pixel art i have seen on itch to be honest
the drill dive and the butt stomp both feel great
movement feels responsive and smooth. I think platforming would feel a little bit better with a bit of coyote time (unless its there and just really subtle)
the gun feels kind of piddly and weak to me. i get that it is supposed to set the enemy up to get stunned by a melee hit, which i think is a fun mechanic, but the feedback on shooting an enemy is a bit weak and unsatisfying so i found myself thinking "hurry up and get electrocuted so i can do the fun part"
bouncing across the gaps and doing pogos with the butt stomp is fun
the shooter enemies placed high up take so many shots to kill with your weak gun that i felt like i was doing something wrong (maybe i was missing how to get up to them)
i really like the idea of cancelling melee attacks into combo moves for meter, that was fun. they were kind of hard to hit though, especially after a butt stomp
i couldnt figure out a consistent way to deal with multiple melee enemies chasing you and stacking up on you, the butt stomp will get hit out of the air and the drill seems to stop after you hit one enemy, maybe it would be fun if the drill attack pierced through enemies
the shotgun felt good to use, probably my favorite attack
the boss was fun to dodge, pretty hard. he ended up killing me and i just sat there dead on the floor unable to revive, i may have run out of lives
overall it was fun and felt good, i feel like it could use a little more juice and feedback. the combat didnt really "click" for me and i didnt feel like i understood how to effectively deal with multiple enemies at once. the spritework, menus, music, and sound effects are all extremely impressive. keep up the good work!
thanks for playing and the detailed feedback! I'll do a bit more playing around with the gun to make it a bit more balanced. the game does favor and push you to do melee attacks, but still trying to keep the gun in play without making it annoying to use.
seems like there is a bug with the boss stage. there are unlimited lives so will look into that
Fun game, the controls have a bit of a learning curve to them.
I think I missed 80% of the time I tried to hit something with the special attack button.
When I got vore'd by the crocodile he wouldn't spit me out and nothing happened. I had to pause and select restart each time. He just sat there with that dumb smug look on his face, the bastard.
I used the swapper to find a secret room, so that was cool. Not very useful in battle.
i assume i need to shoot the enemy until they're blue and then i can swap; pretty solid, but then there's no need to have a cooldown of 5seconds or so.
swapping with enemies that are perched high up seems to be the only utility this mechanic has. other enemies just walk towards you so there's no benefit in swapping with them even if the swapping worked with them. also can't swap with the boss, but then why would i want to.
Comments
vid:
tw;dw: great art, really cute aesthetic, but the darker terrain sprites sometimes made me think there was a giant pit instead of just a background texturecontrosl kinda felt weird it just felt like there were too many controls in general, like aiming didn't really need to be an entire button; but I did switch to gamepad and it felt considerably better
vore attack softlocked me, couldn't do anything after that
I think the ground pound is now? Forgot last time I played.
But I licked that the balls could even be kicked against enemies.
Also thought new texts that haven't adapted to the actual font of the game and something about a shotgun blast?
I did the mistake of customizing controls before actually relearning them, so I made it harder to me than it needed to.
So the red lizard boss ate me and the game softlocked there.
thanks for playing!
the 2 main updates on this build are the shotgun weak and strong blasts, and the swapper mechanic.
there is placeholder text for now for some of the in-game explanations
there is a key rebind reset if you need it. though the controls will update in the future dynamically based on what you rebinded.
will fix the boss bug!
some of the most insanely good pixel art i have seen on itch to be honest
overall it was fun and felt good, i feel like it could use a little more juice and feedback. the combat didnt really "click" for me and i didnt feel like i understood how to effectively deal with multiple enemies at once. the spritework, menus, music, and sound effects are all extremely impressive. keep up the good work!
thanks for playing and the detailed feedback!
I'll do a bit more playing around with the gun to make it a bit more balanced. the game does favor and push you to do melee attacks, but still trying to keep the gun in play without making it annoying to use.
seems like there is a bug with the boss stage. there are unlimited lives so will look into that
Fun game, the controls have a bit of a learning curve to them.
I think I missed 80% of the time I tried to hit something with the special attack button.
When I got vore'd by the crocodile he wouldn't spit me out and nothing happened. I had to pause and select restart each time. He just sat there with that dumb smug look on his face, the bastard.
I used the swapper to find a secret room, so that was cool. Not very useful in battle.
Thanks for playing!
I'll take a look into making the hitboxes a bit bigger on the special attacks. and thanks for the catch on daggahs tongue attack!
Game's too hard for me
i assume i need to shoot the enemy until they're blue and then i can swap; pretty solid, but then there's no need to have a cooldown of 5seconds or so.
swapping with enemies that are perched high up seems to be the only utility this mechanic has. other enemies just walk towards you so there's no benefit in swapping with them even if the swapping worked with them. also can't swap with the boss, but then why would i want to.
Thanks for playing!
it depends on the enemy, some enemies can be swapped immediately, but i will make that more clear in the text.
this might be more of a platforming mechanic than a combat mechanic, but I'll keep the mechanic available for the enemies
I played it, this is what I found:
thanks for playing and catching these bugs!
Will fix these issues. As for the swap mechanic. I am trying to figure out a balance for it. but will update the text so its not confusing.
New Swapper mechanic. Please try and break it.
East button on game pad or Q (no key rebinding at the moment for this key)