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PatateNouille

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TimestampSince previousGamePatateNouille's comment
Apr 26 22:25:05 Descendants ♥ 5 Oh wow ! awesome game ! The combination of very tiny characters, a lot of elements in front of them and the attacks of the enemy that takes forever to strike can make the combat quite hard, especially during the last room. It took me around 20 tries before completing it, despite getting very close on some attempts I would always end up dying by some enemy that started attacking when I passed it a few seconds ago, with some bad luck this enemy would be behind an element of the scenery and well, it feels like it could be improved. The aiming with the ranger is very hard to pull off in combat : you have to dodge both the arrows and the melee enemies, but while aiming you can't move and it can take a few seconds for the cursor to get back where you want it, and you have to be very precise to hit your target. So unless you can make the perfect shot when the cursor first come up or when it just starts to come down you will most likely have to miss, kill a bunch of enemies before getting another chance at taking the shot, by which time more enemies have spawned, etc... I think this could be just a question of timing, maybe sometime the respawn delay could be longer so that you have time to take aim. Or maybe have a discrete auto aim lock, if you shoot close enough to a trajectory that would hit someone, it modify the shot a bit so that it does hit. On the other hand, the warrior is kinda OP, you just have to run back and forth while spamming Ctrl, since there's not really a cooldown on you attack ability it destroys everything on its way. Might be worth to have a cooldown every 3 attacks, so it doesn't become too difficult but still involves a bit of thinking. One more minor thing was when switching character, the change of velocity feels weird, especially when you are in mid air, or when you just landed but the other characters are still in the air. Instead of teleporting the character you were controlling and taking the place of the next, it could feel better (and prevent the player from infinitely teleporting back in the air if they mash the shift key) if you teleported the new character and override its velocity with the one you previously had, and let the previous character move toward its place in the queue. Now onto the pros, the mood is incredibly cool, I love the scale of the environment, the feeling of greatness and mystery with the music is very present. It does remind me of the mines of Erebor. ;) The lighting is really nice, it's not too difficult to see but it still gives the sensation of not seeing much, the fact you can temporarly increase the radius of the light helps mitigating this issue. Being able to see the particles when you kill an enemy through the scenery is really nice, don't have to wait in a visible area to see if an enemy will come out at some point. Having the different sounds for each character helps a lot when you're not sure which one you had and how many switch does it take to get to the one you want. Looking forward to seeing the next part of King Lamborg's mines (got that right ?) !
May 8 05:25:35 271h 00m The Bonekest Dungeon ♥ 3 Nailed the visual style and sound design that's for sure ! The gameplay wasn't very clear though, it took me some time to realize what the coins did, what were the purple things that I picked up, and I'm still very confused about several things. For example both the column 0 and the row 0 are very difficult to reach, sometimes portal would take you from 1 to 5, or from 1 to 0, same the other way around (5 to 1 or 5 to 0), having the rotated grid is already difficult to map out where you are going to end up, adding to that the inconsistent wrapping made it really seem like a maze. For the room preview I don't know if I misunderstood how they worked but oftenly I'd see a key preview, walked towards it, but would never reach it even after a couple room. Also is there a reward for exploration ? My lives and scrolls would randomly go up, sometimes by a lot, I had like 5 lives and 0 scrolls, the next room I had 9 lives and 4 scrolls without picking up anything. The limited scrolls idea is interesting, but since you don't know where the monster is going to go, unless you're really far you pretty much have to use a scroll every room, or at least every couple room, especially considering the map is pretty small. And when you run out you're just blindly moving hoping to not land on the monster.