I enjoyed this game but I didn't like the flashy lines, they keep distracting me from playing, maybe you can add an option to remove them or make them more subtle, and I also really dislike the spike traps, I can explore the areas with no hit from enemies but then I always get surprised by spike traps, I don't know if this is intentional or not because compared to the rest of the game, it's quite easy so I just found it inconsistent.
But it's still a good game, looking forward to the full game.
I've added the film grain and scratches effect only for the Halloween update to get this 'old horror movie' feel. It will be removed with the next regular update π
And yes, I'm aware of the not-that-tough difficulty of the game (at least when you're not hunting for high killing streaks π) so I've randomly added the traps so you have to be more cautious of the environment and to add a little bit of surprise and difficulty π
You can see the spikes coming out before you touch them though ... I'll also add a *ching* sound to get some auditive feedback as well π
Traps in general will be part of all levels and I'll add more as the game grows. I'll be observing the player's reactions to them though. When it gets too frustrating I'll reduce the amount of something π
The game is really cool, I like the graphic style, the music well blended within the game scenes. The tutorial is clear and drive you through the game mechanic quite easily. Overall well done I really recommend it!
Haha, I felt that this game over sound really belongs into this game π
And I've tested and adjusted the controls many times until they felt good for me - but it's all pretty easy re-adjustable. Might come into play in different terrains... We'll see π
What would be a "long full game" for you? 20+ h game play or...?
My current plans for this game: It will have a story which spans over 5 - 7 levels (some or all will be procedurally generated, haven't decided yet) with different enemies and locations & the currently playable starting level will become a hub from where you can travel to the different levels.
The skill shop will probably travel around with the player - I have to see how that plays.
There might be some more additions that will find a way into the game but that's it.
I haven't planned this game to be very big - it's original scope was actually only this one level but it became so much fun to work on and others seem to like it as well that I've decided to make it biggerπ - it will probably have 2 - 5h gameplay I guess...
Check my Twitter account for nearly daily development updates.
Hey, that's a great game, I will try to give you my feedback as a player and as a game dev, I hope that it could help you someway.
As a Player:
That's a great game, my main game at moment is Path of exile, and I literally loved the combat animation and how it is fluid, when u hit the enemy I really feel the damage.
Idk you this is just a study or a demo for a bigger game, but if you make this game bigger and more complex somehow I will buy it 100%.
As a Game Dev:
The movement feels like I'm walking on ice, if I'm gound right and suddenly turn left I can feel that the player has to turn the velocity gradually goes to 0 and turns to the other side.
Will be cool if you couldn't wall in the clay pots, the art feels inconsistent when I'm walking above it, basically, after that, I started to have a doubt about the walls.
There's no difference between the monsters, I mean, the bat could be faster or have a dash ability, the ghosts could walk through walls, this kind of stuff.
I can interrupt the boss attack, which turns the battle way easy, I can just attack brainless all the time, will be cool if I had to use my roll to dodge something.
I like the idea of the ghosts that can fly through walls - I'll definitely be playing around with this idea! I've also noticed that the Minotaur is too easy to defeat when hit permanently, so I've increased the attack speed and the friction, so it won't get knocked back so far anymore π
And the movement has been adjusted carefully and tested thoroughly until it felt good for me. I like the little sliding but if there are more players who feel the same like you I can reduce the sliding - no problem π
As for the plans for this game: It will have a few more levels (some or all will be procedurally generated, haven't decided yet) with different enemies and location art - the currently playable level will become a hub from where you can travel to the different levels.
There will be a skill shop where you can buy a better weapon with higher attack strength, life and player levels.
And I'll also add a story to give everything a little more sense π
I'm working on it on 5/7 days per week - so you might want to give the game another try soon π
I really love that you can chop grass.. it bring back that old Zelda feel. The minotaur boss could do with being a little stronger. Maybe have his own stylish attack skill or something to make it more challenging for the player. Great so far though.. keep up the amazing work!
β Return to Absolutely Barbaric
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The arrow keys don't work.
Hi and thx for the feedback!
There might still be a bug in this html version that will be fixed with the next update - which is nearly finished!
Did you try the Windows or Linux version or only html?
I enjoyed this game but I didn't like the flashy lines, they keep distracting me from playing, maybe you can add an option to remove them or make them more subtle, and I also really dislike the spike traps, I can explore the areas with no hit from enemies but then I always get surprised by spike traps, I don't know if this is intentional or not because compared to the rest of the game, it's quite easy so I just found it inconsistent.
But it's still a good game, looking forward to the full game.
Thank you for your feedback!
I've added the film grain and scratches effect only for the Halloween update to get this 'old horror movie' feel. It will be removed with the next regular update π
And yes, I'm aware of the not-that-tough difficulty of the game (at least when you're not hunting for high killing streaks π) so I've randomly added the traps so you have to be more cautious of the environment and to add a little bit of surprise and difficulty π
You can see the spikes coming out before you touch them though ... I'll also add a *ching* sound to get some auditive feedback as well π
Traps in general will be part of all levels and I'll add more as the game grows. I'll be observing the player's reactions to them though. When it gets too frustrating I'll reduce the amount of something π
Thx again for playing! π
The game is really cool, I like the graphic style, the music well blended within the game scenes. The tutorial is clear and drive you through the game mechanic quite easily. Overall well done I really recommend it!
Thank you very much for the kind words! π
It really boosts my motivation and I'm glad you like it!
More content will be added over the next weeks and months so stay tuned!
awakes real retro feeling
lol @ the game over voice.
This is really cute, good feel to it. If it was a long full game and had a few upgrades it'd be worth putting on steam IMHO
Thank you very much for your feedback!
Haha, I felt that this game over sound really belongs into this game π
And I've tested and adjusted the controls many times until they felt good for me - but it's all pretty easy re-adjustable. Might come into play in different terrains... We'll see π
What would be a "long full game" for you? 20+ h game play or...?
My current plans for this game: It will have a story which spans over 5 - 7 levels (some or all will be procedurally generated, haven't decided yet) with different enemies and locations & the currently playable starting level will become a hub from where you can travel to the different levels.
The skill shop will probably travel around with the player - I have to see how that plays.
There might be some more additions that will find a way into the game but that's it.
I haven't planned this game to be very big - it's original scope was actually only this one level but it became so much fun to work on and others seem to like it as well that I've decided to make it biggerπ - it will probably have 2 - 5h gameplay I guess...
Check my Twitter account for nearly daily development updates.
Hey, that's a great game, I will try to give you my feedback as a player and as a game dev, I hope that it could help you someway.
As a Player:
That's a great game, my main game at moment is Path of exile, and I literally loved the combat animation and how it is fluid, when u hit the enemy I really feel the damage.
Idk you this is just a study or a demo for a bigger game, but if you make this game bigger and more complex somehow I will buy it 100%.
As a Game Dev:
The movement feels like I'm walking on ice, if I'm gound right and suddenly turn left I can feel that the player has to turn the velocity gradually goes to 0 and turns to the other side.
Will be cool if you couldn't wall in the clay pots, the art feels inconsistent when I'm walking above it, basically, after that, I started to have a doubt about the walls.
There's no difference between the monsters, I mean, the bat could be faster or have a dash ability, the ghosts could walk through walls, this kind of stuff.
I can interrupt the boss attack, which turns the battle way easy, I can just attack brainless all the time, will be cool if I had to use my roll to dodge something.
Thank you so much for your feedback!
I like the idea of the ghosts that can fly through walls - I'll definitely be playing around with this idea! I've also noticed that the Minotaur is too easy to defeat when hit permanently, so I've increased the attack speed and the friction, so it won't get knocked back so far anymore π
And the movement has been adjusted carefully and tested thoroughly until it felt good for me. I like the little sliding but if there are more players who feel the same like you I can reduce the sliding - no problem π
As for the plans for this game: It will have a few more levels (some or all will be procedurally generated, haven't decided yet) with different enemies and location art - the currently playable level will become a hub from where you can travel to the different levels.
There will be a skill shop where you can buy a better weapon with higher attack strength, life and player levels.
And I'll also add a story to give everything a little more sense π
I'm working on it on 5/7 days per week - so you might want to give the game another try soon π
Got Stomped By Boss !
Game is fun and really like the fluid movement, Basis of a good game and has replay value already, Just cant resist chopping big patches of grass :D
Haha, one of the most satisfying things in such 2D games is chopping down stuff and get rewarded for doing so π
Glad you like it. More will follow soon!
I really love that you can chop grass.. it bring back that old Zelda feel. The minotaur boss could do with being a little stronger. Maybe have his own stylish attack skill or something to make it more challenging for the player. Great so far though.. keep up the amazing work!
Thank you very much! π€©
There, now the Minotaur got more life and a dash attack every few seconds. I might increase the attack rate later... Tell me what you think! π