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the invitation is expired

i have updated the link, discord links automatically set to a 7 day validation period so i have to edit it manually, thank you for pointing this out

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anton but bad from discord

 here, cant wait to see what comes next!

Well, shoot.

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yeah the hitboxes are something we are gonna put a big focus on fixing for the next few days

Oh yeah, it's also possible to get softlocked by beating all of the enemies in the red room during the escape sequence, because then you couldn't get pass the hamster.

Loving the overall style this game is going for! Its cute and silly, I love Firechan's design! Game seems promising but there's a couple issue's I have with the games core design.

  • Firechan's shoulder bash vs. grab, I'm not a fan of using two different keys for that move because they are both moves that launch me forward. I think I'd prefer it if I could maybe dash first and then grab if I press the button again? I can see how both are useful but I find it hard to use both in conjunction with the other in a way that feels good to control.
  • The holding up to jump higher move feels odd and kind of brakes the pace of the game for me. Its difficult to execute well and has me coming to a halt just to do it.
  • Getting stunned completely locks out any input which can feel pretty bad and gives a feeling of being stuck, think you should be able to maneuver a little while stunned

And here's some tips from a fellow game dev 

  • Making the player feel in control is everything! Make sure to allow the player to have some control over to what happens so that they can make it back from making simple mistakes
  • Have some acceleration and declaration in your movement. By that I mean dont have the player reach full speed right away, rather have it gradually build up to that speed in order to get a more smoother feel to your movement.
  • Get a pause in the game ASAP, it makes playtesting a whole lot more manageable.
  • Make sure not to stop the flow of the game, it can really drag out if you let it so make sure players are always doing something. And to reserve those stops in the flow for breaks and what not. 

That being all said I enjoy this games style and like everything going for it. I will say lastly that I see the inspirations for this game and they are great picks. But do not forget to insert a little more of your own personality into this. Firechan should stand out and stive to be more than her inspirations! Do not be afraid to mix in more inspirations into your game, because you could end up with something really special! Best of luck to the team!

Thanks for reading! Looking forward to what's next!

banddy ur da bes hapy 4 jully luv

yumy

4TH OF JULY!!! 4TH OF JULY DEMO!!!!! 4TH OF JULY, AMERICA RAGHHH H πŸ¦…πŸ¦…πŸ¦…πŸ¦…πŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ”«πŸ”«πŸ”« (windows is a piece of shit and wont let me copy and paste the us flag emoji for some reason).


anyways ill come back later when ive actually played the game

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Played through it, its pretty good, although I would say the controls might need a bit of tweaking, or at least an explanation. I would assume that you tried replicating the old pizza tower beta move set, specifically with the weird high jump that you have to be still to use. Generally however the move set feels fine, the part I feel should use tweaking is how much you get stunned, if you hit a wall you get stunned, if you hit an enemy you get stunned, if you touch a pit you get stunned, if you roll into an enemy you get hit and stunned when normally you'd expect the enemy to die. Having some way to break out of the stun or at least having the stun scale with what your doing (so doing something like getting hit by an enemy would still give you full stun and lock your controls, but just bumping a wall only takes control away for a second or so). The biggest reason this is an issue is because of pits, I had so many attempts where I would be doing great but then accidentally bump into a pit when fighting an enemy or something and lose pretty much all my health cause I got stuck bouncing in a pit till I died.

I would also say that since the levels are missing any form of collectables that Wario land styled games usually do, such as WL4's gem pieces or keybird, that you don't really have the incentive to explore the level to actually progress, but I'm assuming that stuff like that is just absent as this is a 1 level demo and such collectables wouldn't make a difference, so I'm assuming you already plan to have items in the full game or whatever you plan to turn this into.

Overall pretty good demo, only things I could really think of just playing through it casually would be to reduce stunning, and also probably add more feedback to your gameplay (such as the combo bar making a noise when a combo breaks or an indicator for the level end thing starting the escape sequence.)

I would say this is probably a 7/10 or an 8/10 seeing as this is a demo.

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thanks for your feedback! as if right now we are using this demo to gain feedback, and we are currently working on improvements to the gameplay based on feedback!

something i will mention we have currently fixed as of writing this: the level end thing to trigger the escape is now a little character that you jump on, similar to antonblast/wario land 4 

and just some nothing burger things to mention, the moveset is more based on wario land 2, and not the betas of pizza tower. if you have played that game, the moveset may be more familliar to you in some ways.

something we will be focusing on greatly is stunning, and pits as you seem to not be alone in your gripes with them.

with that being said glad you enjoyed!!

Ah, thanks for the response, I can feel the wario land inspiration in stuff like the dash working closer to its Wario land counterpart and the health system and such, I probably drew the pizza tower beta comparison from the art style looking inspired from it.

yeah my artstyle just happens to look a lot like pizza towers, my normal art also like firechan's sprites in-game