So keen! Goberto my fav character so its a shame seeing how uncapable he is... but your reply makes me excited for his future!!!
cloudiam
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really enjoyed this experience. I can see the direction the game wants to push you in is to be really hopeless and devoid of purpose. But I ended up going the opposite way! I found myself enjoying cooking eggs and making sure I ate breakfast and dinner each day. The slow gameplay made me realise the value of little things in life.
SO HYPED!! I NEED MORE OF THIS GAME!!!
Do you have an ETA for any sort of more content? Or anything like that?
PS I feel like Goberto is an extremely weak knight with an extremely big personality. Not many quests require a large amount of STR, I went my whole second playthrough without sending him on a single quest up until the end. Especially because he doesn't want to go on the werewolf quest (which is weird, you'd think he'd love that sort of thing based on his bio).
Hey! I love the cutesy artstyle and the wide variety of guns. Also love the progression of the game, all the bosses and floors have really unique identities. Theres lots to praise in this game, like the pastel palette and the really cool NPC designs.
However, I feel the controls feel very unrewarding and frustrating. Using my space bar roll feels really unintuitive, when you enter and exit the roll animation the enemy is still able to hit you for the first full second and the exiting of the animation feels really slow as well. It comes to a point where you have to press space bar well in advance instead of tightly timed rolls in prediction of enemy attacks, making the combat system feel slow and sluggish on the player end. Additionally, the melee attack deals damage really late. If you hit an enemy moving toward you, it feels as though the enemy takes damage a second after you've hit him already, giving it the vital time to keep moving toward you and damaging you.
If you are the dev reading this, have a look at Katana Zero and compare the combat timing of that game with this game. Responding to enemies should be instantaneous and enemy response to your attacks should also be instaneous if you are going for a fast action side scrolling shooter. If you follow these principles I think you'll have a much more fun gameplay loop to go alongside your exceptional design.
Hey Curious Owl, love your game to bits.
My feedback is that the strongest parts of your game are the cute aesthetics (icons in the inventory) and the simplicity of understanding. Similar games like space engineers on steam or adronium suffer from creating wayyy too many systems and bloating the game. Your game is simple and charming unlike the others! Please don't burn out and take your time to finish your game!