I can understand that logically, but the difference between set expectations and then reality of having to wait so long was a quit moment for me. So I think you should ask more people about this.
ainkrrs
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check out DOPEAMINOYD (https://ainkrrs.itch.io/dopeaminoyd). It's quite difficult, but hopefully worth it
These kinda paragraphs is what it's all about! Thank you for taking the time. I definitely took the route of adding as much as I can instead of polishing things. The difficulty is quite overtuned for sure, even after I buffed the values. I think you are right about RNG and high score not working very well together and I think the score system will take a backseat over other mechanics I'm thinking about, because I feel like the current design is very limiting. I often hear complaints about not being able to aim melee strikes, so I might finally add 8-directional aiming for this one (I do have reasons for that :) ). This won't solve your case in particular (there's aim time for attacks that I can only reduce, not remove), but will definitely allow for more control. What do you think about that?
Amazing graphics and music, probably one of the best! The gameplay is baffling to me though. Trying to be a precision platformer/puzzle, while moving too fast and flying even faster and randomly bouncing off walls. The "fly forward" move is especially unpredictable. giving the player limited moves for this feels like a troll :D
Thank you for such detailed feedback! And I'm glad you liked my little references :) This project is indeed intended to be a roguelite where you lose everything upon dying and have to try again in the procedurally generated levels. Currently, your active item will transform coins in the level into health or power. And no worries about the difficulty! I originally intended to add passive items to upgrade player character/traversal, but couldn't implement them in time.




