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I played on Manjaro Linux and it works perfectly fine with Proton (6.3-4). No tweaks or anything else was needed to launch the game.
My overall thoughts are that the game plays nice and smooth, controls are responsible. I played with DualSense controller.
Visually and aesthetically it's also quite nice. Little details here and there is a nice addition, and the crab with a hat and a monocle is very cute :D
I also really liked the "hint" system, especially the eye "search your surroundings" one.
Now to the more detailed feedback.
Settings screen
Map screen
Pause menu
Levels
https://steamcommunity.com/sharedfiles/filedetails/?id=2487749867
The underworld
I will play the game again later, and maybe add something more.
couple of things I want to say:
- Really liked the "out of continues" mechanic. The level has just the right amount of difficulty and makes it feel worth it to try and not lose your save (pretty sure I lost there too, and I think it didn't boot me out even though it should have, so that might be a bug lol). I would add some sort of additional continue screen though, because it was quite jarring to immediately be sent to another level with no preparation (and someone might just want to stop playing and give up haha, so give them that option).
- The design of the levels for me is almost perfect. Platforming-wise they are very satisfying (I like the tight jumps with the single block platforms haha). The only thing I didn't like about the platforming was the amount of "leaps of faith". I think a couple, sparsely placed in a large amount of levels would be fine and even a little exciting, but they are way too frequent in the current build. Consider instead just making the platforming more complex or more difficult. Have a "It may have been difficult climbing up here, but don't expect it to be easy to get down either" mentality. Add more spikes, enemies and literally anything that can block the player on the way down, just not leaps of faith.
- In terms of visual design the game is obviously very similar to the previous one, which is good: good pixel art and also you remain consistent. In terms of hazard design, I found that it's sometimes very confusing and feels a bit cheap. For example, it wasn't immediately obvious to me that I couldn't stomp the crabs. I saw the use of thought bubbles, and although they are creative and work with the design of the game they are not immediate and sometimes I would lose HP because the thought bubble animation didn't finish playing out, so I wouldn't get the relevant information in time. This also happened to me on the first level when I got to the left-most boundary (I think it was fire) and again on the beach level the first time I fell in the water. If this was on purpose, then I guess you could disregard this completely haha. Otherwise, I thought maybe put a warning sign or something above the water, and maybe make it so the fire is out of the bounds and it's just wreckage blocking you from moving forward (so it wouldn't damage you when you just try to move into it). For the crabs I really don't know how to change it, but I would probably suggest another visual change as well (spiky shell or something).
- I don't know what length you're going for with this game, but currently the shop is completely irrelevant lol. I have 2 recommendations on how to change it (if you're planning to keep the amount of coins on each level the same). Either:
1) You make it so every time you collect a coin (whether you finish the level with it or not) it increments your count. This way when I finish the level, although I only collected 10/15 of the collectible coins, because I "continued" 2 times, each time holding a certain amount of coins, in actuality I collected something closer to 25 "usable" coins. Now I have a relevant amount of spending money(I can buy the cheapest item after 2-3 levels instead of 5 lol), and you still keep the "collectathon" aspect of the whole game, albeit to a lesser extent.
2) You just make it cheaper haha. This might sound like a joke but I'm being serious.
- If you decide to implement one of these, also consider maybe making the purchased items consumables or upgrades. If I understood correctly (I confess I didn't get enough coins to buy anything haha), if you buy an item you get a check mark and the item activates. One-time buy. if you implement them as consumables/upgrades, the items (+1 HP for example) could be bought multiple times. I think if you decide to implement this suggestion and one of the previous ones, a consumable store would work better with #1 and an upgrade store would work better with #2.
- I swear to god every time I killed a seagull I was sure I got a message on steam lol. Please change the sound effect because it sounded almost identical to me.
All in all, great improvements to the first game. Good job, and keep up the good work my man.
This is on purpose so the music would never overwhelm the sounds.
There's a lock icon in level legend to the left. It's either locked/red or green/unlocked. Not 100% showing correctly in alpha because I enabled entering Snowy pass even if it shows as locked all the time... and once you unlock the level after Dark mines you can't enter it, as it doesn't exist yet.
A temporary solution, will probably do something like GnC1 with doors and tunnels you have to confirm entering.
1st upgrade makes you start a level with 4 lives. You can save for it (50 coins) just before you enter Dark mines.
Yes, but these 5 are initial easy levels, and underworld is... hell of sorts. It's supposed to be in line with hard levels you encounter much later in the game, in order to motivate you tu buy "99 continues" so you wouldn't go there again. Or at all.
You can press down while standing and see what's below you. It's a new mechanics that wasn't available in the first game. It's not an upgrade, you can do it all the time.
I was hoping that them pinching above the head would be clear but this is something that needs to be addressed I agree.
During the closed alpha tests people complained that hints show immediately, even if they don't need them or maybe need them later but wanna try on their own. So I made them show the info with delay. You have time to press action button and cancel them, but can also go back and activate them if you still need the info.
Yes, but when there's 25-30 levels of various size and difficulty it will come into place.
- The camera is too abrupt in general. Need some smoothness.
- Can look down, but not up. Also, maybe add ability to do it quicker with the right stick? It isn't used anyway.
- Camera goes back too quickly after releasing down look.
- If you jump on a turtle you can do second jump in air, but if you walk on it - you can't.
- Sometimes you can't do a jump after stepping off an edge.
- Pause doesn't affect the timer and the Goblin animation.
- It's not obvious how to interact with the cave stones puzzle, I tried jumping on them at first :-D. Ability to enter settings (and to see controls) on the go will help.
- Funny(1): the color of "Goblin and Coins II - WIP ..." changes from white to black when you select "Quit to menu" option on "Game paused" screen
- Funny(2): Rushing jump button on a turtle will cause you to twitch
ps. The underground was OK for me (it took 10 tries I think). I hope there will be some more of them (playing it again and again after wasting all continues won't be fun). Sadly, maybe it's not worth it, because some players won't see this content because of 99 continues.
First of all, I suck at platformers, but the controls in this one are really tight. Once I got used to the jumping distances and enemy movesets the movement felt really good.
For playtesting it would maybe be useful to have all levels unlocked from the start. Maybe after you complete them all you get a level select option in the main menu or something like that. I just checked and this is actually already in, but it wasn't obvious.
Not sure if the boss level bugged out on me or it's just not finished yet. When it loaded the whole level was black and there was a guy shooting at me, and there was an invisible wall that I had to jump over to get to him. Once I killed him nothing happened. I was able to move to the right, so I went off screen and got stuck there (the camera didn't follow me). The only option I had was to quit to main menu.
Not sure if music is in yet? There is a slider for it in the menu, but I don't hear any music in the game. Not sure if that's a bug or it's just not implemented yet.
Platforming felt very good when moving up or sideways, but as someone else before me said - there were many "leaps of faith" when moving down. Didn't know about being able to crouch / look down, but I will try it next time and see if that helps with visibility.
The "hell" level is very difficult. I definitely suck at platformers and I realize it's intended to be hard, but I'm just putting it out there. It's hard. :)
That's all I can think of for now. Considering that it's still in alpha the game looks and feels very nice.
Ah, yeah, you were not supposed to see that.
tldr, after uploading the stable build for playtest back on the 13th, I started designing a new type of enemy that's cross between walker and shooter... and ofc I used the empty boss room for that, as there wasn't anything there yet and that was easy.
So when I did some changes today and uploaded that, I forgot to turn that room off from the map. It's fixed now.
Either is OK, as long as you post some feedback and keep it here in the hub so it doesn't disappear in time and I can go back and re-read stuff as their turn comes to be... looked upon closer.
You can only "double jump" if you jump first. That's how I imagined that mechanics. I might have to re-think it, as you're not the only one who expected to be able to do double-jump after any contact with the ground... we'll see.
-- and now I read the note above lol.
- might want to put a small pause on respawn. I died may times because I still had
a key pressed as I respawned. I like that its fast. Perhaps press the space after re spawning before you can move. Or perhapes freeze the controls for a second giving me time to release them so I don't run into something that kills me after I respawn.
- stuck in the mines/underword??. I'll continue later.
Yep. that was hard but I got out finally. Got all coins so far but Dark Mines. Only have half of them. Found the exit before I had searched the other side. I'll go back. I like it, Its good. I'll buy it when it comes out.
If number of seconds is less than 10, it's shown without leading zero. Example: "1:2", should be: "1:02"
This is the place giving me the most trouble: https://steamcommunity.com/sharedfiles/filedetails/?id=2488885374
I'm coming from right side, then I see: a buzzsaw, a huge gap, two unreliable moving blocks.
(These blocks are unreliable because they are not there when I need to jump on them, and they are there when I want to jump through them, but I bump into them lol)
Then there is a flying skull, which is often higher than me, because I jumped and fell on that slightly-lower cliff. I want to go back, and I want to do that fast, before the skull kills me. But all these hazards won't make it easy, so I die. On my "successful" try I aggroed the skull, then immediately went back to the right to kill it there, in a safe place.
When I'm on the "Dark Mines" level, I expect to go to these levels when pressing direction keys: https://imgur.com/PhHLIwx
When I press Right, I expect to reach "Fisherman Village", because It's located to the right of my current level. But right now when I press Right, I reach "Under Construction", which is actually located to the left. That's why it's counterintuitive.
I'm not sure if implementing this will break the normal "route", that's why I suggested to add a thin visible line showing it.
I can't remember how other games usually manage such maps. If no one else complains, then maybe it's my personal issue :D
What I mean is... Maybe add some little delay when you see this continue screen? So the player have some time to react accordingly if they died in the middle of action.
The same thing can happen when I just die while moving sideways. For example, I'm holding "left", do something else while still holding it, die, then the game respawns me immediately. I still hold "left", so if the respawn point is next to the cliff, I can walk off it without even realizing. Adding some little delay after death may give the player the needed time to react and release the button.
Gamepad vibration works, color - doesn't work.
The color thing might be related to linux, I don't know any game where it's working. Although I never really payed attention.
Looks funny when you get the trigger when falling from above, then the goblin is constantly spinning in the air :D
Then I made the gif and realized that it's switching at random points. Is it intended?
https://imgur.com/LJXY1dE
Goblin can block the visibility of a symbol. He needs to stay close to be able to change it, but too close and you don't even see what you're doing (see screenshot)
Btw, I still have no idea how to solve this puzzle, I simply memorized which symbols to choose
The first jump and the jump back in the gif are ok, but then two jumps aren't.
Silly drawing of what I mean: https://imgur.com/xhPQPgX
Known issue, always leave it for later but later never comes. Will write it down for the next update.
It's a cursed boat. I'm joking, works as intended. Boat has 2 end points, but also a middle point. BUT THEN it has two half points, between middle and end. So from an end it will go to the half point and back and only then to the other side then to half point then back to end then... tl,dr; it's not random and it's a bit confusing on purpose.
I think you're hitting into the ceiling, which has a little corner right there...
Already mentioned to someone, you can only do 2nd jump - if you jump first. Falling off something doesn't make it a jump. It'd designed this way, but more and more people expect to be able to do it so I might re-think it.
Thanks again for more feedback!
I'm looking at the same gif again: https://imgur.com/06ubb5Q
During the first jump you can see the goblin's head going through the ceilings. That's why I assumed that they are only visual. But then I bumped into them. It's confusing for me. Or maybe the actual "hitbox" of the ceiling is a bit higher than the edge of graphics...