kylekrack wrote:
@Foxley: Honestly, I wasn't expecting much, but this game seems to be coming along fantastically well. At first I wasn't fond of the grid based movement, but with the higher framerate, it's actually not that bad at all. It truly feels more like a feature than a limitation and it no longer bothers me. I like the attacking animation, the song, the responsiveness when hitting enemies. Despite some graphical and engine bugs, the polish actually feels really good for where the game is in development. I found myself wondering where to go next and what to do when I realized this is not a finished product.
I agree that sometimes it is hard to distinguish wall from floor. I think putting some kind of one-pixel border on wall edges in a darker shade could help that. I also encountered an issue when I was hit from the side, moved down, and the knockback offset the hero sprite a few pixels to the right, which didn't return to normal. Then of course, there are some issues with player knockback, but I think you already mentioned that. Other than those things, I didn't find any issues with the game. I'm really in awe at it. I think it's going to be a really fun game.
I agree that sometimes it is hard to distinguish wall from floor. I think putting some kind of one-pixel border on wall edges in a darker shade could help that. I also encountered an issue when I was hit from the side, moved down, and the knockback offset the hero sprite a few pixels to the right, which didn't return to normal. Then of course, there are some issues with player knockback, but I think you already mentioned that. Other than those things, I didn't find any issues with the game. I'm really in awe at it. I think it's going to be a really fun game.
Thanks for the feedback and encouragement. Yeah, there's nothing to do yet, it's in a pre-alpha stage but I plan on adding actual objectives (also secondary weapons/tools) next as I also do more map design.
I'm going for an offensively bright, ugly early NES aesthetic on purpose (think Milon's Secret Castle) that's visually disorienting, but if it has serious negative effects on peoples' ability to play through it I may tweak the map tiles at some point down the road.







