Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hard jumps please. If I hit the button. I want to know that I'm going to jump. Not a half jump, or a little jump. A full jump. I'm only in the ghost castle at this moment, and I've fallen so much from the flip switches to lover levels, or slid right off them.
Which brings me to problem number two. Stop with the sliding. Come to a full stop, or make a ice level (once again. Only at the Ghost castle). If there is a ice level. That is going to make it worse.
Oh God no, please don't take away the ability to vary jump height. If anything what needs to be fixed with jumping is the acceleration. Jumping from a stop simply doesn't allow you to get as much speed as you do with a running jump. Maybe this is intentional, but it means the player has to deal with two entirely different kinds of acceleration depending on whether they're airborn or not.
A Megaman style air movement system where you move horizontally through the air with the same pacing and speed as you do on the ground has always been my preferred method of precision platforming.
I will give you some advice. If you have to bounce off the gender swap cubes, I recommend just hold the forward button and just keeping the momentum. That will probably help you a lot.
I would've been interested seeing a little size-play with the Goblin Queen
Glad that we both agreed with most of it. As for the water level, the mermaids could be endangered, but that doesn't mean there can't be other enemies that aren't endangered. I would ABSOLUTELY take water physics over what we have now. It's just not believable to be moving like that under water. I like my immersion when it comes to playing my games and the physics as of right now, break that immersion. You CAN get a good water levels, just look at Rayman Legends. If the developer is skilled enough, it can be done. Umi Umi was just getting really difficult, it really felt like the game was about to change gears, but in the end, it didn't. That's not to say that the game wasn't hard, it's just it felt like it was just about to take a step up.
The 'last' reward we are planning is not necessarily a sensei sex scene, but something extra we're planning that will be some bonus post game content :)
2: Umi Umi is meant to be a bit of a simpler area to counter the stress of Slime Citadel, while the enemies are strong there's less types so you know exactly what you're getting into and easier to plan for.
3: We did have slow water falling but tbh, it always feels frustrating to me when you move slower through the world. So we made it that the mermaid scale allows you to move freelyt through water. There may be some smaller things we can do to enhance the feeling that you are 'underwater' but personally I don't want it to be slowing down movement.
4: The 2 phase feature is only for the major bosses. The other bosses are just meant to be challenging but simple. We would have loved to make things more complex but for this game we are a tiny team with very limited resources.
5: We will look into the Chaos Witch possibly, but can't guarantee much will change, we definitely want to keep adjusting the balance of the game but we don't want to mess with things too heavily.
6: Main menu music ended up becoming the Ghost Castle Main theme, it felt a bit odd to randomly use that exploration theme as the main theme of the game. :)
Thanks for playing the game, Im glad overall you enjoyed it
Interesting, so it's bugged right now. Okay, good to know.
It was made to be simpler? Interesting. I would not have thought that. It seems so disconnected from what you were giving us, but I suppose that's just my perspective. Another enemy type wouldn't hurt.
I would definitely use whatever methods you're think to enhance the believability that you're actually under water. I had to double take and ask myself if I was under water. The sound effects are really good and give that immersion, but the way the character moves just doesn't make sense. What if you brought the speed of the character down by 10% or something like that?
My problem with the other bosses is that they are entirely easy to cheese. I would recommend making sure that the player has to constantly move so they can't just cheese it. What you've made as a tiny team is impressive, but I still think criticism is just as important as praise.
I REALLY hope you do because right now, that last fight is immensely lackluster and I question why the character even needed to learn the forbidden gender swap technique if it has nothing to do with taking down the Witch.
I mean, the Chaos Witch's music makes sense to put in the beginning of the game thematically. I don't know if we're talking about the same music here. The music I'm talking about is this song...OH! I guess the song I'm talking about is called hollow haunted halls:
https://www.youtube.com/watch?v=z9OEBLZMpKs&list=OLAK5uy_nBHLYOATQDaQzJI9zudXZK12c3uZGXTt0&index=11&ab_channel=MomoGames-Topic
Right now, A Witch's Thoughts, is what plays on the main menu.
https://www.youtube.com/watch?v=lM0KxB_ST_g
Thanks for making an overall amazing game. It really is truly great other than the ending. I love every single level and every single character and every single song and every single sound effect. It is VERY good.
I should hope she didn't... the entire point of gaining experience and powering up is to make the game easier. What's the point of getting Attack upgrades if the bosses just scale with you, keeping the difficulty the same?