that's a bug! I've never seen anyone get this fast, but sometimes the speed grew out of the normal, I was never able to reproduce the bug. do you have any more info on what happened before it accelerated so much?
Great as usual. The art and animations for spawn, enemies, and totems are good. :)) I loved the itch background with game art of all characters.
I could not actually see the enemy attack motions clearly.
First Try
I jumped right in without reading the description and still got to world three. for beginner the game felt pretty good and interesting, the exploring is great
After that, I pressed the escape button and then saw the description.
after playing a few times, the highest world I got to is only four ( i thought of taking a screenshot and died :) ). the shift key is a great help for running away with low health.
PROTOTYPE
For a prototype, the game is pretty good. the controls felt good.
spawning as a unique creature is great. the overall color change is good after respawn it feels simple but creates a different environment.
BUTS,
If the player reaches much higher levels sudden change in all numbers may feel bad. going for three totems in all the worlds might feel boring if the game is worked on.
if it aims to be an endless exploring adventure, I think it might require some other parameter for the player to hold on to, like a very polished scoring system and statistics of how many enemies killed, totems collected, jars or barrels destroyed, distance walked it makes every run great. the variety of statistics this game could provide are almost unlimited.
(maybe going from worlds with 1 totem to worlds with 5 or 6 totems would create greater exploration feels)
After dying at 2nd/3rd worlds, I felt rushed and tried to go for totem directly, and getting it first and running felt pretty good (might be great for speed runs)
The enemy health indication felt really needed as the few enemies take more hits than others. the enemy movements are good for luring one by one and guarding the totem. ( enemies swarming player if he reaches the totem would be great, and if the totem is destroyed maybe they run to other totems in the world to help their kind, killing enemies off after destroying all totems would be great loot)
dude it's so nice to get a comment like this, really, you did right in the points.
my plan was hav a lot of diferent types of enemies, like the subterrain ones. but I'm learning along these projects and as I advance (and learn more) I see how much the beginning was made on a bad foundation and I end up wanting to redo everything from scratch.
the subterrain monster was the first thing which went wrong and ended up discouraging me a lot. I intended to make flying, sea and especially boss monsters.
the idea was for the player to face a few worlds (with increasing difficulty, as you suggested, first one totem, then two and finally three) and then a boss before moving on to another world, with another totem style and other creatures.
actually in this prototype there are only TWO different levels, they change because several elements are generated procedurally depending on the world you are in. but there really wasn't a lot.
in the end I think I spent a lot of time on the visual (as usual) before the structure was well put together. the combat is better than my previous games, but it's still far from what I wanted. kinda clumsy.
but yeah, really happy that you liked and with the feedback. it really gives energy to think more about this project or the next ones. thank you!
aslo, I don't know if it was clear. but this second column of stats, with the game paused, represents the items you've completed that become permanent additions to your character, even after dying and being reborn.
so the game is really punishing, but once you complete feathers, bones, horns or any upgrades with the items the bonus it gives you continues permanently.
if you have 10 of 20 necessary plumes and die you loose it, but if u got all the 20 ones you hav a permanent speed bonus for all your future chars.
I think that with levels advancing in difficulty more gradually and these elements being presented little by little, this dynamic would become clear (and satisfying)
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Why do I have so much speed? It's way too fast lol
that's a bug! I've never seen anyone get this fast, but sometimes the speed grew out of the normal, I was never able to reproduce the bug. do you have any more info on what happened before it accelerated so much?
I died and when I resurrected it was like that. It made the game unplayable lol!
For me atleast, I noticed that the amount of feathers that I had was more than it said i needed to get, for example 29/20
How does the magic or special abilities work?
attacks can be made in combos of up to three hits. when you already have the necessary MP the third hit of the combo is replaced by the special one.
it makes more difference when you are born with a creature of some element (earth, water, fire or air).
I've tried to keep everything in one button, but I think a tutorial showing element by element is being sorely missed.
ART
Great as usual. The art and animations for spawn, enemies, and totems are good. :)) I loved the itch background with game art of all characters.
I could not actually see the enemy attack motions clearly.
First Try
I jumped right in without reading the description and still got to world three. for beginner the game felt pretty good and interesting, the exploring is great
After that, I pressed the escape button and then saw the description.
after playing a few times, the highest world I got to is only four ( i thought of taking a screenshot and died :) ). the shift key is a great help for running away with low health.
PROTOTYPE
For a prototype, the game is pretty good. the controls felt good.
spawning as a unique creature is great. the overall color change is good after respawn it feels simple but creates a different environment.
BUTS,
If the player reaches much higher levels sudden change in all numbers may feel bad. going for three totems in all the worlds might feel boring if the game is worked on.
if it aims to be an endless exploring adventure, I think it might require some other parameter for the player to hold on to, like a very polished scoring system and statistics of how many enemies killed, totems collected, jars or barrels destroyed, distance walked it makes every run great. the variety of statistics this game could provide are almost unlimited.
(maybe going from worlds with 1 totem to worlds with 5 or 6 totems would create greater exploration feels)
After dying at 2nd/3rd worlds, I felt rushed and tried to go for totem directly, and getting it first and running felt pretty good (might be great for speed runs)
The enemy health indication felt really needed as the few enemies take more hits than others. the enemy movements are good for luring one by one and guarding the totem. ( enemies swarming player if he reaches the totem would be great, and if the totem is destroyed maybe they run to other totems in the world to help their kind, killing enemies off after destroying all totems would be great loot)
dude it's so nice to get a comment like this, really, you did right in the points.
my plan was hav a lot of diferent types of enemies, like the subterrain ones. but I'm learning along these projects and as I advance (and learn more) I see how much the beginning was made on a bad foundation and I end up wanting to redo everything from scratch.
the subterrain monster was the first thing which went wrong and ended up discouraging me a lot. I intended to make flying, sea and especially boss monsters.
the idea was for the player to face a few worlds (with increasing difficulty, as you suggested, first one totem, then two and finally three) and then a boss before moving on to another world, with another totem style and other creatures.
actually in this prototype there are only TWO different levels, they change because several elements are generated procedurally depending on the world you are in. but there really wasn't a lot.
in the end I think I spent a lot of time on the visual (as usual) before the structure was well put together. the combat is better than my previous games, but it's still far from what I wanted. kinda clumsy.
but yeah, really happy that you liked and with the feedback. it really gives energy to think more about this project or the next ones. thank you!
aslo, I don't know if it was clear. but this second column of stats, with the game paused, represents the items you've completed that become permanent additions to your character, even after dying and being reborn.
so the game is really punishing, but once you complete feathers, bones, horns or any upgrades with the items the bonus it gives you continues permanently.
if you have 10 of 20 necessary plumes and die you loose it, but if u got all the 20 ones you hav a permanent speed bonus for all your future chars.
I think that with levels advancing in difficulty more gradually and these elements being presented little by little, this dynamic would become clear (and satisfying)
This now makes much more sense makes.I want to play it again to complete the collection. I was confused when the eggs were changed to 1/60
yeah, it means you already completed one and the cost for the next one is harder, but the improvement is permanent for the next lives
🤩Looking forward to any updates and other projects