epicnoob1002 2021-04-26 16:08
it was a good concept but every time u attack u have to stop and reposition the mouse next to your character i found that kinda annoying when u are trying to hit the enemy's and trying not to die yourself
Foon → Ludum Dare Explorer → LD48 → Descending the Abandoned Mine
By rocap
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1831 | 2.65 | 21 | |
| Fun | 1811 | 2.44 | 21 | |
| Innovation | 1905 | 2.00 | 21 | |
| Theme | 1511 | 3.10 | 21 | |
| Mood | 1635 | 2.76 | 21 |
it was a good concept but every time u attack u have to stop and reposition the mouse next to your character i found that kinda annoying when u are trying to hit the enemy's and trying not to die yourself
The game is great, especially i liked the art, but dash feels very uncomfortable because of long cooldown and lack of signals that let you know that you can use dash, and also when you was hit it is also uncomfortable that there is no impact. In general it is good game with some discomfort.
@epicnoob1002 What do you mean by reposition the mouse? The direction of your attack/dash isn't determined by your mouse but rather by your last movement. Thanks for the feedback!
@bobafett89 Thanks for the feedback! I also felt like I should've given some kind of an indication for when your dash is back up but I was very tired and decided to just submit at that point. When you're hit you should be knocked back but that seems to glitch out some times, I should probably also add some sound effect for that, will definitely look into it.
@rocap i had to put the mouse next to the player and stop movement to attack it might have bee me moving and not staying still lol
It was a nice game !
Climbing up after death appeared was hard !
Catching ladder when falling was difficult !
The pixel art was gorgeous !
I like the art. The combat had a tight feel to it. I would have prefered the main attack to have a much shorter animation, or at least allowing for movement during it. Dashing felt pretty nice.
I like the graphics when it comes to the Player Model.
This was a nice idea for a game, but there are a few issues that prevent it from really being fun. The player attack animation is just too slow compared to enemy movement and attacks, and there doesn't seem to be a reason to kill enemies. It seems like skipping them is just the best strategy. With some more work it could definitely be a compelling game.
Great idea here, I like that it seemed to blend some action game ideas with something that almost reminded me of Spelunky! The art was great and the animations were cool. I was super happy to see a cool boss at the end. I definitely struggled with the combat a bit because you were locked into your attack animation and you couldnt dash backwards. I couldnt beat the boss either as it was hard to hit him without being able to jump-attack. But overall this was really nice, great job!
I like how this looks!
There's a good foundation here! Like others have said, more feedback on hits/cooldown and reasons to engage enemies would go a long way. Maybe enemies could drop hearts when defeated?
I wasn't able to complete the game as it's fairly unforgiving and twice I encountered a bug that ended my attempts. If one of the skeleton enemies jumped on top of me while I was attacking, the player character would repeatedly swing his sword until I died.