Thanks for putting up with how unfinished it is. The rooms around the boss are actually for the exact thing you thought, but it's not implemented yet. The final game is going to be extremely comedic in tone though, it could work well as a serious thing maybe, but it's not what I had in mind.
LRGames
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Really cool so far, I love the concept and all the juice and little details are a lot better than what the screenshots and the like show. Issues/concerns:
-Music is like 100x quieter than the sfx
-The end-of-battle screen Font is a bit hard to read at small sizes (looks good for title cards etc though)
-Story is kind of a big one, it goes by at a mile a minute and is way too fast, although I'm guessing you were just rushing out a draft to get the demo out quickly? There wouldn't be anything wrong with like, a scene of the main girl daydreaming about her childhood friend and thinking about all the impacts the incident had on their lives, or a long explanation by the cat about how the setting works, etc. Your entire game will go by in 1.5 hours if the final story is paced like the demo.
The gameplay is very interesting, but it's gonna be tough to balance. With randomness(of enemies blocking high or low or whatnot) it becomes a guessing game, and without randomness it becomes square-peg-square-hole simplistic, etc. I do like the way that attacks will miss on enemies who are too high up, and I think chaining/timing combos could be fun, like maybe you could have the randomness stem for how high they fly up when you hit them and whatnot so the timing is always a challenge.
Defensively, it's very hard to react to the attacks without telegraphing or noticeable patterns, in real fighting games most enemy moves aren't reactable and you have to read your opponent, but that's hard to do with a CPU. Could just be a skill issue though, I only had a few minutes experience with fighting the goblins, maybe it is reactable.
Going back to the offence thing, here are some random suggestions:
-Maybe make enemies alternate between crouch/stand blocking at set times (possibly with some randomness) at the start of an attack. There were times when they were crouch blocking but there was no animation to show it, felt kinda BS.
-You could try to make the gameplay center more around combos, with enemies who are heavier/lighter/smaller/larger having properties that make different attacks more effective against each of them? That's one direction you could take things, anyway.
-You could also maybe make a "break" style system where you have to inflict posture damage for a while before they juggle, maybe with stuff like weaknesses and whatnot making them take more posture damage, then make the juggling way bigger and flashier to compensate.
-Maybe some sort of limit break where it's a normal combo but with slowmo/time stop so you can make it optimal easily? Like a "chain attack" style thing.
Anyway a lot of that are just my random thoughts. I'm a huge fiend for difficulty/complexity and I don't think most players will want the game to be as deep as me, so take it all with a grain of salt. Looking forward to future versions though!
Nice work MCCHUD but I have to knock some points off for the following issues:
-No dynamic resolution(you will get screeched at a lot for this, especially 4k monitor jaks)[edit: it exists but had to be set manually instead of doing it when I fullscreened]
-Lack of juice when shooting enemies, feels a bit out of place compared to everything else, needs blood/plasma/fire sprays and them getting lit up and maybe some hitstop
-Poor feedback when getting hit, one tiny hitflash and no sound doesn't do much good
-Main character appears to be some sort of alien instead of hot anime girl
-Can dash off of ledges with no gravity, and do a frame perfect jump at the end(too cool pls remove)
-Tried to wall jump up that one part for a few minutes and couldn't do it
-Level design too reminiscent of the Metroid series.
Might update feedback later if I'm feeling graceful.
The arrows thing is a bug I didn't catch, sorry about that. It will be fixed if I update this again. I'll test the keypad 5 thing as well, I was a bit concerned that it may cause confusion since 5 is an item slot which can be accessed with the top row 5.
The scroll thing is something I thought was fixed, I guess not. Thank you for the heads up.
Thanks for the feedback! I fixed up a few things, and a lot of the other stuff you mentioned is on the to do list.
You SHOULD be able to bring up the help with "?", it works on my machine, but there was an issue that may have stopped that working on some keyboards which is hopefully fixed now. Most of the stuff you talked about is implemented but I can't blame you for not finding it if the help wasn't working.
Enemies give exp at the end of the level, so that you can see what exp you got for killing vs sneaking past(sneaking past gives bonus exp).
Please check these before submitting a bug report. I will update this list as time goes by.
=====BUGS:
-Save file not deleting sometimes when dying, causing a bugged save(weird godot issue, you can just restart if it happens with no problems)
-Repeat action not working with pills
-Able to shoot into a wall with repeat action sometimes
-Static/certain bomb and trap effects don't trigger mid-turn when you have multiple actions
-Charmed monsters won't follow you into boss arena.
-Charmed monsters are very buggy in general.
=====NON-BUGS:
-Charmed monsters can't be controlled(controls will be added later)
-Status effects sometimes wear off on the same turn they're applied(not a bug, but may be confusing)
-item sprites don't fit/don't have much variety(will be changed later)
-"Died due to death" this is just a placeholder message.
-Fatigue can go up in safe zones(will be changed later)
Hey there! That's a bug that I fixed on steam, I forgot to upload the latest version here until now. If you get the new version, the bug shouldn't happen anymore, although unfortunately it can't fix playthroughs where the bug has already happened. I apologize for any inconvenience.
Also, you can listen to the OST here or in-game.
Thank you and sorry again!
Hey Public,
I actually had a great deal of trouble using Godot's export feature. When I was exporting to windows, there was a huge amount of stuff that caused crashes in the .exe, despite working just fine in the editor. If I just exported to linux, it SHOULD work, but I don't have a device to test it on, and I wouldn't feel comfortable just putting it up with no testing. Same goes for mac. I may make a linux version in the future but I need some new devices and I am short on money/testers.




