The way this game has a lot of lore, beautiful designs for anything (and anyone), and it's fun and challenging to play, OH and I wouldn't forget Bonnie and fam (and everyone) who I fell in love with from first sight - this is a project all full of passion and talent that reminds me of my own dream of making video games, and I'm wishing you best of luck, inspiration and strength with its further development!
(this message was written by a team of bunnies ૮꒰ ˶• ༝ •˶꒱ა ♡)
Look, this has great potential to be a good fast paced game, that's why i made a list of major concerns on version 0.4.1 to help.
- Strange momentum, no counter movement. - No visual cue indicating that the main character becomes invinsible using C. (yes, this happens) - A bug where after being boosted by a wooden spring your up X becomes weak. - A bug where bodies enter the wall and most of the time climb it. - A bug where if you use C on moving plataforms you start floating above where you're supposed to be. - Plataforms are very much bugged in general: https://imgur.com/a/c7x3sbT - A bug where you can fall off the map in the first stage making you need to reset the game (done in my first life in the entire game). https://imgur.com/a/DKLA17m - There is no side X in the air, i found it a bit frustrating because sometimes i don't want the mini bump upwards C gives. - C is the go to for defeating enemies, you don't need to use anything else for damage, else you're going to lose value. The only thing i needed to do is to use it in the right moment. - If you run colliding with the wall your running animation plays slowly wich is very awkward.
Thank you for your feedback. Much of the major bugs you mentioned I'm aware of and have been patched or at least made somewhat less severe over the last few months prepping for SAGE (the walls are a lot taller now, the... weird flowerpot platforms have been replaced with bulkier floating islands etc).
As for aerial X attacks, a lot of people have been asking but I'm still trying to find out how to implement it in a way that would keep the gameplay balanced between offensive and evasive bits.
I do appreciate your feedback very much. Thank you.
This prototype has a lot of potential! The amount of care and effort you've put into this game really shows, especially in the details of the wonderful pixel art on display. The current gameplay is fluid, but it would strongly benefit from some additional features. I'm looking forward to seeing what directions the game takes with future updates!
My main criticism is that the protagonist has extremely slippery controls. The jump height is so high and the gravity is so low that I can just fly past the level and have no idea what I'm missing on the ground. The great character speed and inertia also make more precise platforming challenges a real hassle, and I struggled to land on the thin tree branches without the help of the vertical slashes. I feel like the game would be more enjoyable if the protagonist's controls are adjusted to be tighter with higher gravity or if the level design is adjusted to better reflect the protagonist's capabilities.
The slippery controls are something I've been receiving mixed opinions about indeed. Though it is hard to tell whether it is due to to being different - something you can get used to - or just poorly executed - something you can't. I have been experimenting with different settings as of late, might release multiple variants with different acceleration, speed and gravity values when the time comes.
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The way this game has a lot of lore, beautiful designs for anything (and anyone), and it's fun and challenging to play, OH and I wouldn't forget Bonnie and fam (and everyone) who I fell in love with from first sight - this is a project all full of passion and talent that reminds me of my own dream of making video games, and I'm wishing you best of luck, inspiration and strength with its further development!
(this message was written by a team of bunnies ૮꒰ ˶• ༝ •˶꒱ა ♡)
Thank you for your kind words!
Look, this has great potential to be a good fast paced game, that's why i made a list of major concerns on version 0.4.1 to help.
- Strange momentum, no counter movement.
- No visual cue indicating that the main character becomes invinsible using C. (yes, this happens)
- A bug where after being boosted by a wooden spring your up X becomes weak.
- A bug where bodies enter the wall and most of the time climb it.
- A bug where if you use C on moving plataforms you start floating above where you're supposed to be.
- Plataforms are very much bugged in general: https://imgur.com/a/c7x3sbT
- A bug where you can fall off the map in the first stage making you need to reset the game (done in my first life in the entire game). https://imgur.com/a/DKLA17m
- There is no side X in the air, i found it a bit frustrating because sometimes i don't want the mini bump upwards C gives.
- C is the go to for defeating enemies, you don't need to use anything else for damage, else you're going to lose value. The only thing i needed to do is to use it in the right moment.
- If you run colliding with the wall your running animation plays slowly wich is very awkward.
Thank you for your feedback. Much of the major bugs you mentioned I'm aware of and have been patched or at least made somewhat less severe over the last few months prepping for SAGE (the walls are a lot taller now, the... weird flowerpot platforms have been replaced with bulkier floating islands etc).
As for aerial X attacks, a lot of people have been asking but I'm still trying to find out how to implement it in a way that would keep the gameplay balanced between offensive and evasive bits.
I do appreciate your feedback very much. Thank you.
This prototype has a lot of potential! The amount of care and effort you've put into this game really shows, especially in the details of the wonderful pixel art on display. The current gameplay is fluid, but it would strongly benefit from some additional features. I'm looking forward to seeing what directions the game takes with future updates!
My main criticism is that the protagonist has extremely slippery controls. The jump height is so high and the gravity is so low that I can just fly past the level and have no idea what I'm missing on the ground. The great character speed and inertia also make more precise platforming challenges a real hassle, and I struggled to land on the thin tree branches without the help of the vertical slashes. I feel like the game would be more enjoyable if the protagonist's controls are adjusted to be tighter with higher gravity or if the level design is adjusted to better reflect the protagonist's capabilities.
Thank you very much for the feedback.
The slippery controls are something I've been receiving mixed opinions about indeed. Though it is hard to tell whether it is due to to being different - something you can get used to - or just poorly executed - something you can't. I have been experimenting with different settings as of late, might release multiple variants with different acceleration, speed and gravity values when the time comes.