the game feels like one of the most effort-filled games in the jam, however the game is riddled with bugs, and the overall UX is weird. for your next entry i would recommend making the pixel sizes consistent, and worry about perfecting the feel of the game before adding in levels. things like a consistent tutorial, shooting out an electric ball, and putting in a lot more polish go a long way. and while i enjoyed there being a boss at the end of the first dungeon, i couldn't move after dying and the combat in general felt more like a chore than fun. still, i enjoyed what I could and would like to see more from you as you improve!
The game was definitely an ambitious one! With February being an incredibly short month, and real-life obstacles cropping up, we were already strapped for time. As such, the appearance of bugs is disheartening, but certainly not surprising. I would be interested in knowing what sort of bugs you experienced, and perhaps I could have a look at them.
Yes, the game definitely needs some TLC. As it stands right now, it should be considered a work in progress as a month is certainly not enough time to get done what we set out to get done. We hope to revisit this project again some time in the future, iron out some creases, and hopefully whip it into shape.
I'm glad that you did enjoy what you could! An RPG is definitely not an easy task for two people so I'm not terribly surprised it's a bit of a mess. But dangit it's our mess and I'm certainly proud of it. Your suggestions for pixel size and UX have been noted, and I hope to come back from time to time and fix many of the issues this short demo faces.
I found myself unable to exit a dungeon room when the door out was unlocked.
after dying to the first boss, I found myself unable to move at all.
when collecting health/mana potions, if I walk away too fast they fail to follow me (I do have a fix for this one, lerp() them to the player’s position instead of having them follow the player).
While not bugs, I’d also recommend some quality of life changes.
I appreciate the pixel art style, but having different sized pixels for everything throws me off.
having a thunderball spawn in a certain place in front of me is a good concept, but flawed. I’d appreciate If it was treated as a projectile so I can hit an enemy closer to or farther away than me.
With all that being said, thank you for responding to my comment. I look forward to seeing what else you make!
← Return to game
Comments
Log in with itch.io to leave a comment.
the game feels like one of the most effort-filled games in the jam, however the game is riddled with bugs, and the overall UX is weird. for your next entry i would recommend making the pixel sizes consistent, and worry about perfecting the feel of the game before adding in levels. things like a consistent tutorial, shooting out an electric ball, and putting in a lot more polish go a long way. and while i enjoyed there being a boss at the end of the first dungeon, i couldn't move after dying and the combat in general felt more like a chore than fun. still, i enjoyed what I could and would like to see more from you as you improve!
Hello!
Thank you for your feedback :)
The game was definitely an ambitious one! With February being an incredibly short month, and real-life obstacles cropping up, we were already strapped for time. As such, the appearance of bugs is disheartening, but certainly not surprising. I would be interested in knowing what sort of bugs you experienced, and perhaps I could have a look at them.
Yes, the game definitely needs some TLC. As it stands right now, it should be considered a work in progress as a month is certainly not enough time to get done what we set out to get done. We hope to revisit this project again some time in the future, iron out some creases, and hopefully whip it into shape.
I'm glad that you did enjoy what you could! An RPG is definitely not an easy task for two people so I'm not terribly surprised it's a bit of a mess. But dangit it's our mess and I'm certainly proud of it. Your suggestions for pixel size and UX have been noted, and I hope to come back from time to time and fix many of the issues this short demo faces.
Once again, thank you for downloading our game :D
-Kat
Thanks for the reply!
I found myself unable to exit a dungeon room when the door out was unlocked.
after dying to the first boss, I found myself unable to move at all.
when collecting health/mana potions, if I walk away too fast they fail to follow me (I do have a fix for this one, lerp() them to the player’s position instead of having them follow the player).
While not bugs, I’d also recommend some quality of life changes.
I appreciate the pixel art style, but having different sized pixels for everything throws me off.
having a thunderball spawn in a certain place in front of me is a good concept, but flawed. I’d appreciate If it was treated as a projectile so I can hit an enemy closer to or farther away than me.
With all that being said, thank you for responding to my comment. I look forward to seeing what else you make!
Thank you for the bugs! Will definitely look into them as time permits :)
(Also I keep forgetting about lerp good gravy ;_;)