Hey Levont! Many thanks for checking out the game man. Will have a look at your playthough later but for now I'm happy to know you had some fun. :)
TintoDev
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Hi there! Many thanks for checking out the demo and for the lengthy post with all that feedback, really appreciate it!
About the boss, I think the current level of challenge is fine. Don't forget that's the first boss of the game! If I make it harder, other players might get frustrated and quit right there.
Happy to read that you liked the secret hunting. I'm the kind of player that loves looking on every nook and cranny and being rewarded for doing so, so you can expect a lot of that in the final game. :)
Thanks again! And have a good one.
Thanks for checking it out Mowzer! Appreciate the kind words.
Also yeah... I agree that harpies could be better done :P. On the next update the sky rend skill will have more range so they'll be way easier to hit with that attack. Plus, harpies will sometimes orbit around you doing nothing in order to give the player some breathing room, which should make them less annoying to deal with.
Hey there, MANY thanks for playing!! Reading your review made my day, very happy to learn that you had so much fun with it!
Other KB+M players have complained about no "hold shift to run option" and while it's not high on the priority list I can tell you it will be in the game at some point. :)
Thanks again! Hope you get to play future demos.
Hi Fixer! Many thanks for trying out the game on Linux. I'll try having an actual Linux build the next time I release a new demo. Out of curiosity, what version of Proton did you use on your Linux machine?
Happy to hear it works fine on your Steam Deck. I've used mine to try and optimize the game as much as possible on it, should run pretty well there!
Hey many thanks for playing! Glad to read you enjoyed your time with the demo. :)
The zombie section is there kinda to teach the player that they don't really need to beat all the enemies at all times! So no worries if you skipped that, that was the idea (although killing them might net you some nice item drops if you are lucky).
I've read more complains about the current way in which blocking works but honestly I can figure a "solution". Blocking is meant to allow the player block in any direction at any given time and it should block in the direction you are pressing on the left stick or the WASD keys. Let me know if that isn't the case!
The finishers are done by holding down the button. A normal press should never trigger them. Right trigger will be used later once I implement the magic bow, so the finisher input needs to stay as it is.
Hobgoblins were too much fore sure! I just updated the demo and nerfed them so they flinch when hit in the head, making them way easier to deal with.
The demon has some code to prevent it from doing the same spell twice in a row... but it was bugged lol. thanks for reporting it! Should be fixed on the last update. I also reduced the AOE radius of some of his attacks like the melee flash, which was a bit higher than it should.
Many thanks again for playing and for all the feedback!
Hey there! Many thanks for playing and for the feedback. :D
I don't know what you mean with the first bulletpoint, you can climb without having to worry about the camera at all! Just press "up" on the left stick or the W key and the player will mantle.
I've modified the welcome screen to insist a bit more on the tutorials. Both sprinting and the shield bash are explained on the tutorial section, but I believe people aren't paying a lot of attention to that lol. Once I have NPCs around the area I'll have them point out that stuff so it's harder to miss.
Later on the player will have up to 16 life crystals, which is why some items can heal that much. That said I'm considering having 8 during the prologue, but first I wanted to check out how difficult the game is for people while just having 4.
The hit and run I see a lot of players doing sure wasn't intended. I believe the gobs and the zombies are perfectly fine and manageable as is but the hobgoblins sure were too much, so I've nerfed them so now they flinch when hit in the head, making them way easier to deal with even in groups.
Thanks again!
Thanks for playing!
About blocking, it's complicated because I want the player to be able to block in any direction at any given time, so the thing that matters most is the direction you are pressing on the left stick/WASD keys to determine the direction of a block. I believe the player could get used to it after some time of playing the game so for now I'm leaving it as it is, but I'll review it further if people keep complaining about it.
I believe I've fixed the invisible harpy bug. Also glad you were able to deal with the demon! I was worried it could be too much for a first boss. In the last update I've made his hitbox bigger, so it's easier to deal damage to his weak point now be it with aerial attacks or the Sky Rend skill.
Thanks for the feedback! :D
Many thanks for playing and for the feedback!
Hobgoblins sure are way too overtuned, and they've been nerfed in the last update. They now flinch and interrupt their current action when you hit them in the head, allowing the player to deal multiple attacks in one go instead of having to do so much hit-and-run.
Happy to read you enjoyed the level design! I'm the kind of dude who looks behind every nook and cranny in a game and love feeling rewarded when doing so, so I'm trying to put some of that in the game.
I'll try improving the art direction but tbh, I wouldn't have a lot of faith in me being able to achieve it but I'll try my best!
Thanks for playing! And also for recording it, the video will help me a lot.
Glad you enjoyed the combat! Sadly the goblins pushing each other into the water is a bug that I've already fixed. When unable to reach the player they are supposed to resort to ranged attacks (throwing rocks) instead of chasing forever without even going unaggro.
The difficulty in the later part has been a pretty common complain and I'll tone it down, as I'm toning down the demon as well: he'll have 80% of his current health, a bigger hitbox and I'm refactoring the blue magic missiles attack so they work in a way that's easier to evade.
Thanks again!
Many thanks for playing DD-bro!
A lot of people have complained about the magic missiles, so I'll be changing that attack to something that doesn't force you to block all 5 of them at times.
And damn, having my game compared to BBI might be the best compliment I could ever ask for. Many thanks! Hope you stay around and play the next demos. Next one will just be some patches and improvements but the one after that will have some new content.
See you! And thanks again. :D
Finally got to try your game!
First impression was very nice. The controls feel great and intuitive for the most part, and I love how the main character is animated and how he changes expressions when doing stuff like jumping or walking slow.
Played with autocam. Didn't have any major trouble with it besides getting stuck a few times, but that only happened when I was actually trying to get it stuck.
Since the controls underwater are inverted by default, everytime I ran into a body of water while running I would instantly dive to the bottom. I was playing with run toggle off because that seemed more natural to me, but it caused that issue (for me). Changing it to not-inverted fixed the issue.
Also, I wasn't able to get the hang of wall-running for the life of me in TTC, but I did manage it on Mt. Energy without too much trouble. Still, I'd suggest a little tutorial for that, didn't feel intuitive at first.
Some things I loved:
- The level design of My. Energy. Spaced enough to allow me to run, explore and experiment with the moveset, but not spaced enough to make it feel empty.
- Being able to do air dashes. That's always fun.
- The way the MC comes out of the water like a dolphin.
- Platform challenges are varied and FUN.
Suggestions:
- Send enemies flying when they die. Right now kill them is not satisfying.
- When landing on a body of water, don't set the vertical velocity to 0 but instead make the player keep some of that momentum as it goes underwater and float back up. Would feel much more natural and satisfying.
- Ledge grabbing seems to have a delay between grabbing the ledge and being able to climb at. This kills the pace a bit when climbing boxes in TTC, for example.
Things I've missed:
- A switch to fullscreen mode.
- Enemies whenever you make me wait for some platform to come, like in the Energy Plant on those lava geisers. Waiting for platforms is always boring, and having a few enemies on those could help with that.
Bugs?
- The "Goal get!" jingle seems to not be related to the Music Volume slider. That almost blew up my eardrums, but I was happy for having got a goal so it compensates. :)
- When dashing mid air, the collision on some wall failed and I glitched through the scenario. Ended up here, and I was stuck so I had to restart the level.

- And this is the wall I went through by air dashing into it:

Also clipped through this little limiter and ended up here:
Game ran perfectly the whole time and, while some aspects like me not knowing how to properly wall run at first frustrated me a bit, I still had a lot of fun with the Energy Plant being my favorite part by far. The responsiveness of the character controller is great and the music is catchy, specially inside the power plant where I had to turn the volume up again lol. I got 4 Goals on TTC (I saw a 5th one but didn't know how to get it) and 11 in Mt. Energy. Missed the one that seems related to invisible walls and platforms, didn't figure that one out.
I'm itching to see where you take this. The core is fun for sure, and I'd say I had a great time while playing your game. Keep at it, and good job man!
Lovely game, sounds just as good as it looks and plays even better. Good job!
Some suggestions:
- Add 144 on frame cap options.
- Platforms blend a little bit, like sometimes it's not 100% clear what's a platform and what's the background.
- On the bus stop fight, I was expecting to be able to climb up to the roof by attacking an enemy multiple times but I wasn't able to.
- Missed having more SFX on the boss fight, specially when being grabbed by it's tongue. Fight itself is quite fun but felt a bit bland because of that.
Some bugs:
- Paloo is cute but still reacts to my inputs while I'm on the pause menu, jumping when I press the confirm button. I played with an Xbox gamepad on Windows 10.
- Something's going on with your pixel. Not noticeable when moving or fighting, but when coming to a stop it's as if I could see the pixels "fall in place" so to speak, like they take a little moment to reposition themselves. It's hard to explain, so I recorded a video: https://streamable.com/06p4wq
It's specially noticeable on the little Paloos that are below the input helpers. - Another one was this:

Notice the thin line between the arrows. It appeared and disappeared while I went through that section. Might be related to the other bug? I was playing on full screen, vsync enabled and at 2560x1440.
Overall, a very well done game. Gameplay's super fun and I loved the visuals, specially all of Paloo's facial expressions. Great job, will play again.
Game kicked my ass.
It's a very cool game idea that kept reminding me of Magicka and it's spell system the whole way. I think the game could be even cooler with more elemental interactions but maybe I haven't seen them all.
Had no trouble with the tutorial, but the first room of the first level sure made me feel retarded. I think you should leave the enemies inflicting status effects until just a little bit later, and let the players focus on learning how to play. Once I got used to the game (took me a while but it wasn't frustrating at all) I didn't have a lot of trouble with it. Oh, love the small slowdown when killing enemies, that felt nice.
Something that really sucks is that I can't break barrels with the pistol. Why? That caught me off guard a few times. Also took me a while to realize I can mix the same element a few times, but maybe I was just being dumb there lol.
Visuals are nice and so is the music. Played on Ultra and the framerate never dropped from 144.
Overall I'd say I liked this one qutie a bit. Here are some suggestions:
- Make the map generation result in less empty hallways since those kill the pacing a little bit, but that might be personal preference.
- Play around with the zoom level, I believe zooming out a little bit would be nice.
- You have many elements but aside from the elemental effect, they all feel the same. Why not make it so each element is a different attack? That would make mixing them way more fun. Think of Gunstar Heroes and how you can combine two weapons into one.
The shooting feels very nice, you've nailed that! It's fun to play andthe sound of the shots somehow blends nicely with the music.
Some ideas to improve the game:
- Make the level up a bar instead of numbers. Filling bars is nice for dopamine.
- Game's super easy. All the wizards do is walk towards you and shoot at where you are, so it's very easy to group them all together and circle-strafe them until they are all dead. Some ideas to fix this:
- Make them move as a flock. That way, they'll avoid grouping together and might even be able to surround the player.
- Red wizards that shoot less often but shoot at where the player will be, not where the player is. That will make circle-strafing much more difficult and fun.
- Maybe add green wizards that shoot homing projectiles that you have to take down.
- If the level would change as the game goes on that would be very cool. Columns, lava pits, moving platforms, etc.
I played it for about 15 minutes. Found no bugs and had a fun time!
Played your game on Windows.
First try with a gamepad connected: The mouse doesn't move from the center of the screen, and the gamepad barely lets me control the camera. I went back to the main menu, pumped up the sensitivity but it didn't fix a thing. Had to exit the game, turn off the gamepad and try again.
Played with the graphics on ultra and keyboard + mouse. First impression was nice, the game can look nice and your style is quite unique. The camera itself made a bad impression tho, as it kept snapping to those pillas in the hallway that leads you to the training room, although it was fine for the rest of the game as the scenarios were simpler. Adding some lerping to the zoom might help.
The game could use an "always run" toggle. The fire worm deals a ton of damage and I'd love to be able to enter combat mode by just clicking the left mouse button.
Main problem the game has is the combat, since it's quite mindless and button mashy. I'd try making Fygoon attack slower by adding some delay to the sword attack. That'd make his attacks get some weight and look stronger, while making each attack count more.
Aside from that, I was impressed at all the effort you've put into this. The cutscenes are cool and have nice dialogue, the levels are big and not too linear. My favorite part was bonking a dog with a mace and he having an animation just to react to that followed by funny cartoon sounds. Very charming.
Found no bugs nor performance problems.
Nice job! I wonder how it'll turn out. It's quite promising and I'm amazed that some so young is able to pull this off.


