mitch-heisenberg 2021-04-27 08:52
The combat feels a little stiff, I kept turning the wrong way. But the graphics look nice
Foon → Ludum Dare Explorer → LD48 → Cursed castle
By bitlight
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1471 | 3.18 | 26 | |
| Fun | 1590 | 2.83 | 26 | |
| Innovation | 1619 | 2.65 | 25 | |
| Theme | 1515 | 3.10 | 26 | |
| Humor | 1032 | 2.50 | 25 | |
| Mood | 1257 | 3.23 | 25 |
The combat feels a little stiff, I kept turning the wrong way. But the graphics look nice
@mitch-heisenberg Can you tell me what the gamepad / keyboard was playing on? Is the problem mostly with the twist, or is there something else wrong? It seems to me that the strike distance is small, what do you think?
Amazing graphics! 5 stars for that. Combat can be improved.
Nice pleasant unobtrusive game
Love the models for this! Did you make them all yourself?
A suggestion I would make would be to remove the 8-directional movement in favour of a full 3D movement controller. I think that would aid in making the game feel a bit smoother.
By the way, I ran into a weird bug in which my character ended up running around above everything else; I was running over enemies and couldn't hit them!
YOOOOOO GRAPHIS ARE CRAZY. and gameplay is so adorable. great work ! <3
@tomlbarden No model is mine, that's why I removed the graphics from the nomination, but thanks. My light and shader on top of the camera)
There now, according to the idea, just a full-fledged controller, just from the keyboard, as for me, it does not feel very much, it is more noticeable on the gamepad. But maybe I'm doing something wrong. So in any case, thanks for the feedback, I'll work through this moment.
Thank you for reporting the error, I'll see what's in there. And I will eliminate it.
@advay Thanks😊
@omaewander Thanks😊
@kirby Thanks😊
Haha, for the next jam you need to pump your art in order to make it yourself and participate in this nomination😁
Nice graphics! and smooth animations. Great job :)
Really like the graphics! The combat felt a little clunky though but I really liked the calming aesthetic of it all! There was a glitch where my player turned invisible and I couldn't progress, but other than those problems this game is pretty good.
The graphics on this game are amazing! How did you do that? Is it 3d in a top-down perspective? Of is it pixelart done very well?
A view feedback points: - The character moved a bit stuttery at some points - In narrow sections (from left to right) there is no visibility, maybe the character and enemies could show a silhouette through the walls at those narrow sections? - The combat felt a bit stiff, but was fun to play nevertheless :-)
*Edit: ahww you opted out of graphics :-(*
@crow-seeds Thanks, I understood the bug, I'll check it. Thanks for saying.
@wouter52 This is 3d with the shader applied on the camera, which has slightly different settings at each level, due to which we get more and more old school graphics with each level. I do not participate in the graphics category because I do not use my own models, and I thought it would not be fair to other participants.
Thanks for the comment on the controller and the feel of the game. I'll work on it, but apparently already out of LD48 bounds. Although within the LD I plan to fix a few more bugs. Anyway, thanks for your interest in the project)
don't put chests in your game if they don't do anything
@msipp27 ok)
Very polished game overall, art and music were really good.
I think the combat in this game didn't quite work, but could be improved a lot with a few small changes. The biggest issue is that the hit sound didn't play consistently when you actually hit the enemies, so you never got feedback on whether your strikes were doing anything. Also, all of the animations were played way too slowly: I think the roll especially should have been about 3x faster (and shorter to compensate). I also think it should have been possible to cancel animations with another action. It just felt bad when you press roll halfway through a roll, and your character does another roll immediately after even though thats not what you wanted. Finally, enemies were just really unpredictable. They ran around without attacking for long periods of time, then attacked super fast for 5 attacks in a row.
I think this game was 90% of the way there, just needs some tweaks to make it fun to hit things. If you're able to find someone you trust to playtest for you during the Jam and give game design advice, I highly recommend. I sometimes find I get so used to the mechanics I implement during early testing that I don't realize how awkward they can be for others.
@boxedmeatrevolution Thank you very much for your constructive feedback. This is really helpful.
I will take into account your wishes, and experiment with combat. I understand that she is now too raw, and she should have spent more time. Anyway, thanks, I'll work on it!)
Recorded my first playing experience: https://www.youtube.com/watch?v=_qis4bggBtE Hope this will be interesting for you to see :)
I agree with @boxedmeatrevolution that clearer feedback would be really helpful. I had a hard time figuring out whether my clicks did any damage (also, I heard the "butchering" sound whenever I hit a south-facing wall), and died quite a lot of times. Otherwise, I enjoyed exploring the levels, and the idea with the changing visuals is very neat, the attention to detail adds a lot to the experience! Nice job!
Also, the audio volume slider doesn't seem to work -- not sure if it's a web thing (tried on Firefox).