Thanks!
Climbing Dolphin
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I feel like I'd love this more if the combat felt less random and slow. Except the character that can double jump the characters are very slow and can't do much to dodge attacks. It feels very frame perfect and for some attacks you can't do anything if the boss cast the attack in a certain pattern (like the floating rocks that sometimes literally block me because I need to collide with the boss to dodge, which is just less worse than taking the 10 damage from the rocks).
Outside of this it's cool, you did an impressive job for animations and visuals, and the bosses are quite unique. I really appreciate the tutorial, simple and effective. Also the character that attacks with ducks is too fun to lay, there should literally be a whole game based around this!
Thanks a lot! The controller was supposed to be made by someone else but I had to take charge of it. I'm usually not great with physics and learned everything during this month, I'm glad you liked it!
About the boss I didn't think it would be that easy for people to dodge, I thought it would be too hard to control the character for players but it turned out it was actually easy. Sadly some attacks that forced roll a bit more were too glitchy and had to be removed (like boss jumping on character).
Excellent game, I loved it!
First thing you made me discover motion sickness on a PC game which is certainly the last thing I would have expected to experience today :D
But let's get serious, I love the controls of the game and how it plays, you used cleverly the theme. It could have been a bit more slower but overall the game works fine.
I just feel like the second boss with the saws is just a bit too hard to dodge sometimes but that's pretty much everything I hve to say.
Congratulations, you're my favorite game so far!
Cute game! It has its flaws but overall it's an enjoyable experience, it has pretty much everything I would expect in a bullet hell game and that's all I need!
I only regret that the wheel didn't have as much impact on the game as I would have liked because the most interesting effects were activated when the bosses were already at low health.
Well done, I liked it a lot!
That Star Wars like intro was something!
I didn't managed to get past the first boss, I feel like there's too much conditions that need to be met to hit the boss a single time. Also for some reason dash sometimes didn't work when I had the turret and that's quite annoying when you're in trouble...
Your artstyle is very solid, I think this artstyle is close to other games like Dungeons of Hinterberg? The only thing I didn't like was the shadow effect on the signs during the tutorial that made them harder to read correctly, especially from the distance.
Thanks for the feedback!
I didn't want to have physical combat between the character and the enemies because I thought it would be too chaotic and hard to handle. I prefered taking a more platformer-ish approach.
About the particles it's actually world space right now, it's just that I apply an orbital movement so that they spin because it was looking awkward otherwise. I tried different things to make it seems good but didn't find a better option than this that trully gave the spinning sensation.
Fun character controller, I wish I would be able to rotate the camera, I always lost the bosses. The artstyle is impressive, you did a great job!
I didn't manage to beat any boss though, my sword felt like it wasn't hitting the boss even when I was in the perfect spot to attack, which is unfortunate when you need to kill the boss. The ranged attack was not dealing enough damage for me to win.
Great artstyle and sense of humor I love it. It's a bit too hard for me because of the controls but I managed to reach second boss. The combat system is simple but very nice, I would have liked some SFX to make it feel more dynamic. So bad you forgot about the theme though, but it's a great entry, well done!
Oh and the anvil attack is probably the most hilarious boss attack I've ever seen!
Déjà merci d'avoir déterré le jeu en laissant un feedback, ça fait toujours plaisir.
Je suis assez content du système de layer, c'est clairement ça qui faisait la différence entre un bon et un mauvais joueur. J'aurai aimé explorer l'idée un peu plus, avec un vrai retour visuel, plus proche de ce qu'on trouverai sur un photoshop. Ce serait cool de pouvoir réordonner plus facilement les différentes pièces, parce qu'en l'état je dois admettre que c'est un peu chaotique.
Et oui, le dernier niveau est un peu sadique mais il faut bien un peu d'épices pour les personnes qui atteignent la fin !
Merci pour les retours !
Pour Linux c'est en dehors de mes capacités, je n'ai pas d'appareil sur cet OS pour déterminer la source de ces erreurs.
C'est vrai que ça peut être assez répétitif surtout dans les derniers niveaux du monde 1.
Intéressant ton retour sur la jauge. Est-ce que c'et parce que tu utilisais ton super pouvoir qu'elle était vide ou parce que tu surutilisait le bouclier ?
Et oui, le son c'était pas mon fort, j'ai encore du chemin pour atteindre ton niveau ^^
Thanks for the feedback! About the rabbit I think I understand what you are referring to, a friend played the game and made the same error, there's a trick for this, I think you didn't have the right scale for the back.
I don't know about the penguin though, it works on my side, maybe you ran into one of these rare bugs, I can't say.
And yeah, I realized too late that objects when dragged were resized, but it was too late for me to change this, I would need to change a whole section of the code because when you drag them they're UI and when you spawn the toy part it becomes a sprite and Unity handles the scale differently between the two.