I'm still loving this game, and can't wait to play it when it's finished! Here's my feedback for the v0.4.6 build:
- I've said this before, but this game has a lot of parallels with a game I'm creating, and I love that ^_^ (My game has a very different combat system though)
- I love that killing enemies plants grass/flowers/mushrooms! That's great!
- I love that this affects nearby trees and such too!
- Minor bug: when I transition screens, it looks like there's grass VFX that move from the player's old position to the player's new position, or something like that
- I'd suggest forcing the player to walk by the locked gate at the start (eg, remove the square you can dash to on the right) - I almost completely missed it, but went back because I hadn't explored, only to find the gate was locked
- It's always good for players to see the gate before they find the key
- In fact, I did the worst possible thing: Got to the space literally before I saw the key -> Went back to the gate -> Went back to the key -> Went back to the gate
- Another way this could be fixed level-design wise is to require the player to move past the key in order to get to the area that eventually loops back around to the gate
- Minor bug: If the player clicks off the window during a new item tutorial and then clicks back on the window, they can't use the controller to close the tutorial - They have to use the mouse
- I love that you regenerate the meter in the lower left over time, but regain more if you're aggressive in combat. Reminds me o Hollow Knight!
- I'm very early on, but I'm not sure I understand undeath pips even after reading the tutorial. I thought it would stop enemies from reviving, but they still seem to do that. I did read that it makes them vulnerable, but I thought there would be more to it
- IIRC, the B attack's new item tutorial said I could hold B to aim, but that doesn't seem to be the case
- It's cool that you can break rocks :D
- Minor thing, but enemies don't seem to die if I keep attacking them, which feels weird
- I assume there's some utility here (eg, regenning more energy), but it just feels like a bug
- I like that traps affect enemies too
- Omg... the lunge finisher to destroy reviving enemies is so good! I love that it chains too!
- I do wish I was invulnerable while doing it though - It seems very easy to inadvertently take hits while doing that attack, especially since it moves you
- Bug: I died in the fight right after I got the lunge gauntlets and revived at the pool a few screens up and left of it. When I revived, I couldn't move or do anything (On controller or KBM) except pause the game. I was forced to quit :(
- I *think* this happened because I died during a lunge attack, but I could be wrong
- Quitting out of the game and choosing Continue did allow me to keep progressing though
- I think this game suffers from something a lot of games suffer from - There's no reason to attack enemies vs just running past them. If they dropped something like gold, items, etc, there would be, but atm, it's better to just run past them in most cases
- Omg, I just realized that the B attack adds vegetation to things like rocks and statues! I love that!
- A map would be great - I got turned around pretty easily. Shortly after unlocking the gate after getting the lunge gauntlets, I ended up looping around back to the beginning of the game - Woops
- It's pretty normal in games like these, but I love the zoom out/camera pan to show the first boss. Moments like those are great!
- Not sure if this was a bug or not, but there was a moment during the first boss where eggs were laid down while the boss was in the air (ie, invisible). That seemed like a bug to me
- I hit the first boss a *lot* with all my attacks, but wasn't able to take it down and died instead - That could probably use some tuning, especially since it's the first boss.
- There also isn't a health bar to let me know how close I was. I get that some games are like this and some players love it, but I'm not a fan of that design, personally




