I really liked it. I'm surprised you didn't repurpose the item pickup dialog box to provide context to the intro where the girls bump into the heroine, but I'm assuming it was stylistic choice. Will you be converting your hand drawn artwork into the pixel art style as well for the introduction splash screen? I think that would look nice. I tried pressing down + jump to descend a platform to a lower level (when there was the treasure chest with the game's first item pickup), but couldn't. Not that is an issue, it made me spend time playing around with the controls and I discovered the quick spell casting and ground pound jump. Very cute game.
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Li'l Red II [Demo Edition]'s itch.io pageComments
Pretty cute visuals, except for the CRT filter which was a pure eyesore.
You should avoid using white for the background near the player's height, put it near the top of the screen for clouds for example, because it make the dust particle invisible when the player uses the dodge move.
I'm not a 2D platformer guy so when I say that the jump feels off I don't really know why. Could be animations or physics but I'm not sure. A good start is adding a falling animation that plays when the player velocity is negative instead of using the jump animation thorough the whole jump.
The player speed shouldn't be affected by slopes, right now the player slows down when going up slopes and speeds up when going down.
Also when the player switches left/right directions while running she should slow down and play a skid turn animation, like Shovel Knight and Mario World, in my opinion.
The top down sections were fine, no complaints there.
Really appreciate the different color schemes. I did that in my game for fun but when it’s after dark and I’ve only got low lights in my room its great to be able to use something like Amber.
Was a little disappointed in the CRT filter, it’s very harsh and kind of makes it hard to see. I’d prefer something more like the filter in Cyclopean.
It works fine on Linux with Proton, though it captures the mouse cursor so I have to dismiss it to another workspace to alt-tab out. Not a big deal honestly, a lot of games do that but it would be nice to just hide the cursor instead of completely locking it too. Controller also works but only the stick and not the dpad which isn’t ideal for this kind of game.
Is there a way to jump onto a ledge beneath you? I couldn’t figure it out so I had to skip a snail I would have otherwise beaten up.
I don’t have a lot of patience for platformers so I played on Easy. The little healing pillar thing was a must though, I haven’t figured out how to fight the wasps or snails without being hit at least once or using the butterflies.
I picked up a holy water but couldn’t figure out what to do with it. It looks like there’s a shop or something selling them in the screenshots but I couldn’t see a way to use them in-game.
I don’t think I got very far before giving up, up to the Zelda-like portion but kept losing health when you’d get teleported back to the platformer sections and just gave up. Neither genre is really my thing but I like how it’s a mashup of your last two games, I think that’s a good foundation.
Game: lil red 2
First Impressions: I like the pallet swap. Going up ramps is kinda clunky, I slow down. GOD IT HATE THE SNAILS. GOING GET ME SOME ESCARGOT AFTER THIS. I keep mixing up the jump button and the attack button for some reason, had to rebind.
Afterthoughts: It was pretty fun, I wish attacking didn’t stop me on the ground, maybe just slowed me down. Something about combat doesn’t feel as tight as it could be, probably because I was using a keyboard. Obligatory comment that my steam controller doesn’t work, but that’s expected, doesn’t work for 90% of the games here. I didn’t use many of the abilities, other than the dodge and sprint.I got to the pale dragon and got clapped. Pretty good. I hate the fucking snaisl, they suck ass to fight. The hit frame one out of their shell.The French are somewhat redeemed in my eyes for eating them.
Things that didn’t work the way I thought they would: Took me a while to figure out that the jump spell is a buff. I was hoping to destroy parts of the environment for mana drops like a castlevania. Good God it takes forever to rack up EXP. I wish I could pallet swap during game, not from the main menu.
Really cool stuff! I found the controls for the character really satisfying and I liked having the spell book for some additional effects. I think that the level design could use a few iterations to spice things up. Not to scope creep your game to hell but I think the game having some light Metroidvania/search-action game level design would be engaging. I agree that some of the enemies were not very fun to deal with. Keep up the good work bro!
I like the sounds and visuals a lot. Reminds me of nes megaman. I was never that good at these types of games but I think normal is a bit too brutal at some places. The area where you go into different rooms I get instantly jumped on by birds and died every time and the last checkpoint is too far away so even after replaying it a million times I couldn't do it until I switched to easy. The snail enemy is the devil. If I jump it curves the shot up, if I stay back it goes straight and if I roll I bump into him. Normally I can space myself properly but not if there is a pit behind me. I get that you want it to be difficult but I feel like you want the player to know what they did wrong and what they were supposed to do. I like the idea of the dodge jump but isn't it just strictly better than the regular jump, it just requires more inputs? I think I also encountered a bug where the shrines don't heal you if you hit them while approaching? I had an attack charged and released it when I neared the exit and it didn't heal me but then when I moved back from the next screen it did. The warping is also a bit confusing, it would be nice if there was a map, similar to the map in the indoors area. Overall it's pretty well made but not really my type of game so I can't comment much more.
The game is cute. I like that there are options to swap palettes, and the pixel art is pretty. But from playing the first level, there's a lot of empty, flat space. A lot of it cycles between empty area -> 1 enemy -> 2nd enemy -> simple platforming -> empty area.






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