Didn't expect an update 😝
Darzington
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A member registered Nov 05, 2017 · View creator page →
Creator of
Enter the *Dungeon of Sound* on a quest to find your lost voice
Adventure
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Dodge bullets, break bricks, go on a date ;)
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A text-based adventure game that's so bad, it's good!
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Cast magical spells with your hands in VR to earn the title WIZARD!
Adventure
Chill out on Idle Island! Build up your village and make discoveries in this idle management sim.
Simulation
Bake billions of bars, be the best. Bam!
Action
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Recent community posts
1.1.0 - oooh get jumpscared by this unexpected update (very spoopy) [11/9/2024] comments · Posted in 1.1.0 - oooh get jumpscared by this unexpected update (very spoopy) [11/9/2024] comments
6-Sided Stories - DEMO jam comments · Replied to Kobato Games in 6-Sided Stories - DEMO jam comments
6-Sided Stories - DEMO jam comments · Replied to CalamitysEchoes in 6-Sided Stories - DEMO jam comments
6-Sided Stories - DEMO jam comments · Replied to Metarevelations in 6-Sided Stories - DEMO jam comments
The Legend of Sound: The Lost Voice jam comments · Replied to EnderLlamas in The Legend of Sound: The Lost Voice jam comments
Decide you own Adventure! jam comments · Replied to Enygmatic in Decide you own Adventure! jam comments
Decide you own Adventure! jam comments · Replied to Ned Reid in Decide you own Adventure! jam comments
Ok I played a fair bit more, but then my computer died so I lost my save file :(
Anyway here's a bunch of feedback, in no particular order:
- In the main menu I feel like the continue button should be the first option if you have a save (as opposed to the new game button being first)
- I kind of feel like in a fight the player's team should be on the left and the enemies on the right?
- Momo's first heart burn "bonus" (when you miss the attack) feels kind of bad stripping the siblings' armor
- I think diagonal movement may be faster than just horizontal or vertical movement in the overworld
- On that note, generally things can feel a bit slow in the game, like the attacks, the blocking animation, the timer during spin attack (these especially could just cut to the end as soon as the player has failed or succeeded it), the sliding menus, mashing coins into lucky time. Also especially any repeated cutscenes, like the start of the day or the car windows shattering, I'd expect those to be skippable by pressing a button
- I may be wrong here but it feels like the ghosts respawn every night, which makes it kind of tough to clear your way into an area. Perhaps they could have a respond delay of a couple of nights
- For Rina's power attack, I found it's most effective to just set her up going a bit diagonally and then go AFK for the twenty seconds. I usually get about 85% cleaned this way, which is higher than when I actually try moving her around purposefully. Maybe there should be some randomness to her movement to prevent this AFK strategy?
- It would be a real quality of life improvement to be able to interact with everything directly instead of having to highlight it first with S. For example, the ladder works this way, so it feels like that's how talking to people should work as well.
- It'd also be nice if the scythe would just stay equipped like all the time since the player needs to collect so many herbs
- It could be fun to change up which buttons need to be mashed for HYPE
- I find I often forget which direction corresponds to which character's dodge, it'd be nice to have that indicated near where they're standing at all times
- I've gotten pretty good at timing pressing space to dodge the ghost grabs in the overworld, but I really have no clue what it does!
- This is minor but in a fight, the black bars that turn up during HYPE and Ayumu's attack hide the enemy health which made me nervous sometimes, like while I'm button mashing I'm planning out my strategy for that turn but can't do it very well without knowing the enemy's health
- I think the last stability star never lights up?
- It would be cool to have a move practice zone, like a safe place to try out a new move when you get it, or to try to practice the timing on specific moves (like I'm not totally sure what the timing is for Ayumu's bonus damage so ideally the practice zone would point that kind of thing out)
Alright that's it! I found this really fun to play (until I lost my save), I'm looking forward to future updates :D
Alright, this game is cool! I made it through the first night. Here are my initial thoughts:
- I like the character selection screen, it was easy to tell who I was choosing and they're both cute
- The introduction to the fight stats was thorough and not too lengthy
- The bubbles attack feels a bit weak compared to epic bro scythe spin stopping time kachow
- Some tutorial bits are easy to get stuck in, e.g. when learning the spin attack I didn't get the explanation the first time and the game lets you try repeatedly but doesn't explain how it works again. And in the character menu Mac says to "go to the right" but then pressing right doesn't take you to the path page (it took me a while to spot the "S" prompt in the corner)
- Fun writing, and a cool setting
- The end of the night/dream stats and reminders of what you did is lovely
- The stability stars on that screen could fill up a fair bit faster since it felt a bit long (or maybe they start off slow so the player doesn't miss what's going on, and then it gradually speeds up only to slow down again towards the end)
- The sibling bonding event by the fire is nice and gives you a good hint that there will be more characters and more fun cutscenes like it
Anyway, really great work so far!