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PhiCross5

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A member registered Nov 24, 2022

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Also this might be farfetched and a nightmare to code and design so i'm leaving it as just a remote possibility:
Have you considered having separate combat and navigation modes for the character? a toggle button for wing/fight mode switch. It could add variety for each major mechanic but could also increase the ammount of learning the player has to put up with.

Combat moves feel more gritty, grounded, impactful. That's great.
I don't quite like the new movement, though. The slower average movement speed is fine, but there some specific parts that feel off for me.
Warning: this is my personal feedback on movement, which i believe will vary widely from player to player. It's a touchy subject.

  • I don't like the way she turns around when i switch directions. Shorten the time to do that 180, make her do a slower half-step till she finishes turning, adjust something.
  • The boost mechanic eliminates vertical momentum. I believe there should be at least a bit of noticeable fall or jump speed remaining during that action.
  • This doesn't feel like it will match the platforming of the stages that already exist. is it a real mismatch or just my impression from the zoomed-in look of this demo?

also happens for me on the web build.

(1 edit)
  • (GLITCH REPORT)After going to the park and learning parry, my metro pass is gone. You mentioned you rewrote the whole inventory code to avoid issues like this, so i have a hitch it's some of the code that you said the web build optimizes away... or maybe the HTML5 version is just using an older version? i dunno.
  • (FEEDBACK - ART) I really like the aesthetic you built for this world, The way you expose the purple gooey underground makes the green and blue surface look much more beautiful when i get to see it again. Since day one when i first found this on itch-io, the GIF with the robot in the fields spinning floating melee weapons convinced me this would be a masterpiece. And the protagonist, tall buff karate chop lady with laser wings? absolute wife material, 10/10.
  • (FEEDBACK - GAMEPLAY) The movement is top-notch. It properly makes me feel like i'm controlling an absolute unit of a robot that can elegantly hop and skip carrying 8 tons of metal and battery juice while juggling tennis balls. The combat is not the kind of action i  personally prefer but i appreciate that it's well-designed. The moves don't have much variety but each boss moves differently and will absolutely mop the floor with my face if i'm caught dozing off, not to mention each hit does enough damage for the fight not to start feeling repetitive. Pretty balanced, i dare say.
  • (SUGGESTION) For practicity and convenience of the player, it might be a good idea to follow some sort of pattern for the doors and entryways in the stages. Something like a yellow strip on the bottom, a neon sign on the side, a red "access" light overlayed with it, any of these applied consistently would make sure even a dummy like me won't mistake some stairs, doors or windows with scenere and ignore them before getting close enough to see the "enter" icon.