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(+2)

Masterpiece! Can’t wait for whats comming! Congratulations 🙂

gracias!

Thank you so much!! We're going to do weekly updates

(+2)

Octa, u are the goat, junk town music is the perfect mix between Buenos Aires and neon light, optimism , courage. love it !
thanks to all the artist involved in the project, such a team.

(+1)

special mention to Valentin de las Casas, head of concept art !

(+1)

Hi! Loved the backgrounds and how the game is set up. The atmosphere and the sounds are great and really immersive. For a first test, theres already a lot of content to enjoy and I really liked it! cant wait for the full release to continue the story <3

Thank you so much!!

(+3)

Heeeey! Glad to see more of this game starting to come out.

I got some feedback and it might be a bit too much but it's free!

1. Game Feel:

  • Most game queues and hints feel very shy, the graphic style could definetly go ESPECTACULAR, go all for it. Metroidvanias don't need to be coy with the player.
  • One aspect of this is enemy pattern signaling, making obvious decisions here won't hurt the game difficulty, and this ties directly to the animation principles: Anticipation, Action, Reaction. And this three weaved with Exageration.
  • This applies, tho condensed in order to feel responsive, to the player actions. Right now Dashes feel like an interrupt while parrying feels like a slow block. This makes the parry action confusing.
  • Tieing this last two bullet-points is where I think there is still a search for that sweet spot for player agency at the moment to decide the parry, making sure player can tell between parry-able and unblockable attacks. (Remember most game keep unblockable attacks in few minion enemies to highlight this as a Boss Trait)
  • IMPACT! both enemy and player attacks do not feel impactfull enough, there is a ton of feedback lacking, and honestly the dmg bonus from no hit combos is confusing, figured it out while thinking about it after the playthrough (this is another place to go ESPECTACULAR)
  • Enviroment queues are also a bit lacking, closer tho, but here is where this game make use of obvious signaling to player, cracks, weak appeareances, not just old looking.
  • I like my metroidvania with secret walls, chests laying around like they are right now feel like an afterthought (for a resource I can't even use) and substract from the current demo experience.
  • Hide those chests, or put em in a route where you tease the player first to make em explore in the direction they can't penetrate directly.

2. Setting and Storytelling:

  • Where am I? Who are this people? Why are they so helpless? Why the boss lays eggs? 
  • The look is COOL and thank the dev-spirits you are not dealing with banding on your paralax environments, but everything feels disconected, roaming around without really belonging.
  • Enemies are mutants? Monsters? There is no clarity if this creatures are coming from the capsules I see laying around or if they are demons like the first boss

The game has excelent bones, I see the vision but I don't get inspired by it, if you guys work more on that I can assure this can be a very succesful metroidvania!

(+1)

Thanks for the thoughtful comments! This definitely gives us some food for thought... we're going to take a bit to analyze this and try to improve on these points in future releases

What is your vision for good impact? I see camera shake effect and some cool short sound when I slash enemies and they reach the final hit. But now I wonder, what can be done to feel even more impactful? Is it a hit-stop effect like in fighting games or something else?

(+1)

We’re currently working on making the whole game feel more clear and impactful, both when you attack and when enemies attack you. 

There’s still a lot for us to do, like experimenting more with camera shake, the red vignette, enemy telegraphs, and new VFX. We’re actively working on these right now, over the next days/weeks we’ll be releasing updates focused on improving that feedback

(+2)

Amazing, can’t wait for more!

Thank you!! There will be more, with updates weekly!

(+1)

This is the kind of game I love, beautiful art, wonderful music and on top of all that a very polished gameplay

Thank you, we're very glad you enjoy it!

(+1)

Really cool stuff! I'm still getting defeated by the first tough wave of enemies but I'm enjoying the process of trying again and again.

Thank you! It's a slightly difficult game, so it might take a few tries!

(+1)

Music is amazinggg, parry is a bit confusing tho. What can be parried and what can't? besides that gameplay feels really good, congrats!!

(+1)

Hi Pastelitor, almost every enemy can be parried, except those that deal contact damage and projectiles. Thank you for the feedback, we really appreciate it and will keep improving the experience!

(+1)

I love the music!

Thank you!!

Viewing most recent comments 41 to 49 of 49 · Previous page · First page