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3p0ch

428 Game Reviews

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It looks like it'll become a good game. My two cents are that when you're in the natural world at the beginning, I tend to prefer having a keyboard button to attack instead of mouse button to attack, unless the attack is targeted toward the mouse cursor which would make binding to the mouse button more appropriate. Once I was in the rift, getting LMB to control the movable platforms was sort of hit-or-miss and I would often just have the player attack instead of grabbing a platform to move. The very first one messed me up because it swapped the platform opacity when I moved it all the way down to jump on it -- I'm not sure if that's even intentional or a bug but it's very unintuitive and unnatural feeling. It was also a little unintuitive that you could only move the movable blocks while they're transparent but not when they're solid, and I'm not completely sure if that's a bug or a feature (it would be fine to keep as a feature if intended). I could get through the rift until I reached a point where there were two back-to-back vertically moving blocks with the same start and end y-coordinates and I couldn't manage to grab and move either of them (most of the time when I tried clicking on them the player attacked, but I could occasionally click on them and have the player not attack but was still not able to move the blocks afterward), so I stopped at that point.

doublemindgames responds:

Hey thank you for your tips and feedback, that will help us a lot in the future!! We choose to put the attack button on the mouse because of the rift! Isnt intuitive to put your hand on/off the mouse all the time(cause we need the mouse to move block in the rift). About the miss click on LMB to move blocks, the window its to small, If you do CTRL + the window game it will be bigger, and the cursor it will be smaller. I dont know if the website has a FullScreen mode, I coudnt find. But that will solve thist problem. About the line limits, was intended, you need to be careful moving the blocks. Try to do the thing with CTRL + and let the window bigger, it will be much easir for you, and let me know if was better! Thank you for you comment, you helped us a lot with that <3

The graphics and sound are a nice retro gameboy-like backdrop for gameplay mechanics based on Castlevania. It really looks like a great retro game. But I felt like the gameplay itself was pretty trivial -- just walk through the level with at most a couple of enemies at a time that were pretty straightforward to kill, without any significant challenge. A mis-timed whip lashing wouldn't really leave you vulnerable to getting hit by enemies. The bossfight I initially kind of liked because I thought that I would need to whip him directly, which would make it pretty hard since I couldn't see a way to predict whether he was going to throw the orb high enough to duck under or not. But after realizing that you could ricochet it back at him, the bossfight also turned quite easy.

Overall, while it's aesthetically appealing, my opinion (take it for what it's worth) is that the enemies and level design could stand to be more difficult.

Looks like I'm not the only one who experienced problems with music crackling in my Godot game, which just started recently. I posted a way to fix it (done on the game dev's side, not the player's side) at
https://3p0ch.newgrounds.com/news/post/1148893

GabeMalk responds:

Thanks a lot!

We can't race in the first-person view that you get if you press backspace after completing a run?

I know it would be super hard to play that way, but I like hard games.

It's tough for me to even play because I can't see the whole screen at once. Even if I change the zoom inside my browser, it shrinks the area for the game canvas, but the actual stuff inside the game canvas doesn't get scaled down proportionally so stuff just gets cut off the sides. That seems to be something inherent to Godot because I just went back and looked at my game and it does the same thing. Elements that are positioned by control nodes do actually reposition like you would expect them to, but the entire game doesn't scale like you would expect. So I'd probably recommend setting up your project settings / display / window to have something small like 800 width x 600 height so it'll fit on pretty much any modern screen without needing to mess with browser zoom.

dotdash responds:

thanks, I will adjust it.

The graphics and sound are simple but the actual gameplay is pretty creative! Would recommend getting nicer looking sprites from any of many places where they can be gotten for free like OpenGameArt or smth so people don't overlook your stuff just because of the graphics.

Great atmosphere! The imposter was kinda bad at stabbing me if I just run (or even walk) by him though -- stabbing does work if you sit there so it's not like it's bugged or anything, but maybe something to tweak if other people notice the same thing. And the comments mentioned stamina but I didn't see any indication of it during gamplay?

larrynachos responds:

I'll expand the hitbox a bit, anything else you noticed needs improving? It takes me a while to upload so I want to make as few updates as possible :X

Thanks for the review!

This is kinda cool, and at least a nice time waster to be sure. The one thing I might suggest is that I don't like having to spam mouse clicks and would rather be able to just hold down the mouse button to spam slashes.

ahmadkalach responds:

Thanks for playing it and for your feedback!

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Joined on 2/13/10

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