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ThePropagation

12 Game Reviews w/ Response

All 37 Reviews

There are a lot of issues, and I didn't even make it past the first spikes.

1.) The UI and key controls are annoying. only Enter advances things, it should be any key.
2.) You get offered to buy hearts right when you start the game which is always impossible, and shouldn't happen.
3.) I get the controls but they don't work very well, and as I said, didn't make it past the first spikes. Players have to have a good first impression or they'll never return no matter how good you make it later
4.) Update, I tried again and passed the spikes, the sword move isn't bad, the spike hitbox is very unforgiving.

It could be a good game but I think it was released too early, needs a lot more, like different powerups, achievements, something. Keep it up, this can be better!

EvilMushroom99 responds:

Thank you! I know is too early released but i needed this feedback, because i wanted to know if the game could be fun and if it has pottencial. I'm making the changes for a full release. Your points are very useful so thanks for it and for playing my game :D

I thought this was pretty good, I feel that it should have a save system in the RPG part, and make the jumping variable, like most platformers let you let go of the jump button to start dropping when you release the button to control your jumps better. Those would be the only 2 things I'd say it needs

blit-blat responds:

So the game does automatically save your process, so you can come back to it later and carry on, but yeah there's no indication of this in-game, and there probably should be!

In terms of the controls, I think that might be a limitation on the engine, as I believe Godot only reports values of 1 (button down) or 0 (button not down), but I need to look into this further - definitely something to consider in future projects!

Thanks for the feedback! :)

I love the visuals. the controls seem alright as far as I got, my main problem is, don't put spikes on the corners where your gravity changes, it's impossible to guess when the player will change directions and I always fall into spikes and die. And the movement doesn't seem smooth, like it jerks when you move left and right for some reason

ImmanentDeath responds:

Those corner spikes are kinda tricky. There's an invisible, diagonal boundary line separating the two directions of gravity and going out from the corner, so you just have to try jumping through it at different angles, and make sure you're holding down the right movement key when you cross it.

In that surface scene after the sideways pitfall, I undershoot my jump a little instead of going as far up as I can, then make sure I'm holding the right key when I cross the boundary. You have to gain momentum and let it carry you.

This is a neat mechanic, definitely has a Jump King/Getting Over It vibe, not my kind of game, but the visuals are good

Miroko responds:

Jump king and Getting Over it are definitely and inspiration to the level design and movement.
Glad you enjoyed it.

This is a beautiful combination of a lot of the best retro platformers, the visuals are great, the controls are super tight, I know it's a demo, but more would be better obviously

LeviRamirez responds:

Give me 2 years and I can improve on that last part, and when a steam page gets made a wishlist would be appreciated ;)

I really like the visuals, it would be great to see a campaign, maybe one where the less damage you take in earlier fights the better off you are in subsequent ones

plazatin responds:

Great suggestion! I'll see if I can implement that especially since I'm planning to add an arcade mode with some more opponents.

I enjoyed the game until I got to the level of the wall of falling meteors I couldn't get past.

UPDATE: I should have clarified. A RNG wall of falling meteors PLUS a timer makes this infuriating. The timer implies that you should try to speedrun this, and having an RNG wall hurts

Also, dashing when on top of those cracked blocks treats you like you ran into one of the sides

SleepinPanda responds:

Yes, this level require some patience I guess. If you look at left for a few seconds, normally rocks will fall this way allowing you to go quickly on the right and do some progress. Then, repeat until you reach the end.

This game is extremely good with massive potential.

A couple of issues:

- What is the hammer icon next to the House button? It's always next to House and on nothing else? I assume this hammer icon means you have the resources to be built? It's always on house whether you can build one or not, and not on any other building button, regardless of resources
- This text in the Journey menu (QUEST) is very confusing, is it only active on a particular area?
- What does Alignment do, does this have a future use
If i click repeatedly on people at the Fireplace, all the dialogue stacks on itself
I didn't get a stat point for beating the Shipwreck (I think the first time I beat it it had a quest on it)
You should be able to equip stuff at the fireplace
You should have character specific skills to encourage you to go through dungeons as characters other than the rogue (like perhaps lockpicking or jumping over gaps or choosing paths maybe?)
Dialogue in the Fireplace is behind the icons for cleared dungeons

Still excellent

ErikSwahn responds:

20 points to level up is a bug^^, I will have to path the game very soon. bandits camps spawn bandits that can kill villagers, bell increase your light radius more than other buildings. The text bug will be fixed too and some more stuff in the fireplace scene would be a good addition. Thank you.

if you're in the forklift you can go right forever

Vonka responds:

Don't go to the right forever

Very interesting concept, very good music and art, controls work really well, EXCEPT for:

Drawing the mask every time is very frustrating, maybe make it a hotkey? it's one button to cancel it and this tedious process to do it again, maybe draw it the first time or at story points maybe? but drawing it every time is kinda much. That's my only issue with it, great otherwise

DavidMarchand responds:

Understandable, and thanks! We tried to stay true to the main drawing mechanic, but this is a fair observation nonetheless.

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