@pixels-everywhere @wasd @gettingrekt @omnipotentindie @mrerdalural @grewoss @gord10ahmet @nam-nguyen @loonydrope Thank you so much for playing and leaving feedback!
@eatthepath Thank you! Yea, the instructions could probably be clearer.
@bovandenberg Thank you! A good suggestion. I guess I could have added some points for killing the slimes or something. At the same time, I’m not sure if it wouldn’t really matter as the main objective is to defeat the boss anyway. Do you have any suggestion in how the score could be added?
@neu-eric Thanks! Yea the feedback you get when falling down is kind of terrible and should have been better.
@iluvatar Thank you! I might have spent a bit too long on the graphics for this one which lead to some other areas lacking. I struggle a lot with music and sound in general but is going to work on those skills for the next one.
About the boss being yourself. Yea that sounds good. Let’s say that the boss symbolizes your internal struggles with self-doubt and stuff, and that’s why you can’t see him… or something. No, actually the plan was to add a boss dude sitting on a throne at the front (you can see me starting to work on it in the timelapse), but I ran out of time. So now you are just fighting the sealing I guess.
@the-tophat-demon Thank you for the feedback! Yea, the basic walk animation making it look like you are jumping is probably the main issue. Because of this it also makes it harder to see where you are actually standing. The feedback when you fall down should probably also be a bit better.
Haha, that’s awesome! I’d love to check it out! Do you have a link to that entry?
@wildcard Thank you for the feedback! I had some problems with sorting the tiles properly for rendering when falling, so I just decided to basically ignore it and just have him fall above the tiles, which obviously didn’t turn out so great. Because it kind of doesn’t look like you fall it sometimes gets easy to get confused as to how you died. I should have put more effort in making it clearer.
The landing effect should probably be tweaked. Do you think it’s too distracting the way it is now? It’s now about the size of the area that you can trigger bombs in, so my logic here was to basically show how close you have to be to trigger the bombs. Would just making it less intense maybe solve the problem?
About the jumping on slimes thing. imagine this: You are out jumping around late at night on your brand new pogo stick when suddenly a drooling face eating slime of death appears. Now, would your first reaction be to jump on it’s face? No, of course not, that would be stupid. Your pogo stick would get stuck in the slime and you would fall off and get your face eaten off. I was basically going for realism here :)
@a333 @icxon Thank you so much! I love what you and Volcanic giraffe are doing!
@a333 Thank you, it means a lot! Good point about the enemy spawning! But what kind of boss battle is it if there isn’t some really unfair RNG ;) No it really shouldn’t happen, and I just completely missed this. Really annoying as it would have been such a quick thing to fix as well.
@icxon Awesome playtest! Got a lot of good feedback from watching it! Thank you!
@simplepotential That sounds really weird. In which face did this happen? The enemies stop spawning during the first two faces after the blue ball appears but after you jump on it and damages the boss, it should resume.
@dk5000p Thanks! Yea it should be clearer. Hopefully most people will get curious and jump on it eventually and realizes what it does. What kind of graphical glitches did you encounter? The web version is buggy on most web browsers because of an issue with Godots particle effects. Was it a particle related or something else entirely?
@mrjoshuamclean Thank you so much for playing it! It was super fun to watch, and you gave some really good feedback!