fishmcmuffins

blood moon

Jan 21st, 2019
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  2. - the main issue i had in playing the game is that a lot of things need a bit more oomph or polish… some enemies need more audio or distinguishable visual cues to denote when they are doing things. for example, those charging enemies in the forest-y area, there's no audio tell for when they are in the middle of charging you (or it isnt distinct enough) and i was pretty frequently having enemies fly in from off screen charging at me with no indication (think of the frozen city snowbots in nuclear throne - they have a distinct and constant sound as they move at you, and it conditions you to look for something charging into you as soon as you hear it). i think the biggest offender was the mages in the final area - it took me a couple deaths to even realize what was killing me, the magic swords need to be a lot more distinguishable.
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  4. - similarly, your melee attacks should probably be a bit more distinguishable - the visual effect is rather small and its hitbox can feel a bit misleading sometimes. personally, i think melee range should even be buffed a little bit, since there's a lot of enemies that you have to dance around their hitbox to try to get a hit in.
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  6. - options to customize cursor or hud would be nice - cursor is small and gets lost in some areas, and maybe it was just my aspect ratio but the hud felt really small and it was hard to get much data out of it from my peripheral
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  8. - lots of weapons need some tweaking. bomb feels overpowered (huge AOE and is capable of 1 shotting any enemy in the game if you build around it) but i would rather other weapons be buffed rather than bomb be nerfed. hookshot is incredibly fun except it seems to be based on melee damage, which means any upgrade that lowers melee damage is terrible (i ended up in a situation where neither my melee or weapon could do any damage, lol).
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  10. - maybe the weakest aspect of the game currently is the skill system... lots of the skills are really underpowered sidegrades (anything that adds knockback is usually pretty bad - since you just knock away whatever threat you are focusing), there are far too many duplicate skills that makes things feel redundant (nearly every run had exact duplicate skills in multiple trees). i found myself most often just taking every skill in the left tree, avoiding anything in the middle tree that would increase knockback and/or reduced my melee damage, and only took things in the right tree if i had points to spare. all the weapon upgrades are quite cool though.
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  12. - pets are a really cool idea but again, they need a bit more oomph or polish. i couldn't tell you what any of the pets did besides the one that soaked up a hit for you once per level, and i think i saw another pet pick up drops for me? not sure lol, they need more interesting sound effects or visual effects for the things they do, and should probably have a bit more significance. also on that note, breaking an egg should probably give you a pet that is guaranteed to be different from the one you have, since it's kind of silly to break an egg only to get the same exact pet you just had. a bestiary was mentioned, and pets could be added to those to give them a bit more character and explanation as well.
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  14. - loved the sound and art style as a whole, the composer you got did a great job. however, why does the melon king not have unique music for his fight : (
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  16. that's the big ones for now, all things considered i had a lot of fun in the time i played - pretty amazing work for your first project and it being solo. the reason why i care enough to bring all this up is because i enjoyed the game and want to see it progress. don't worry too much about balance issues, they inevitable for any game that literally just came out and can be fixed over time (again, especially on a one man team).
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