I lile this game, it feels professional. Maybe you should add an option for setting the controller scheme, as having x to swing the sword is not too comfortable.
I lile this game, it feels professional. Maybe you should add an option for setting the controller scheme, as having x to swing the sword is not too comfortable.
I updated the full game with this feature recently. going to update demo soon too.
The player character should move in all eight directions, limiting movement when the enemies characters don't adds an unnecesary level of dificulty to the game. It's not about having good reflexes but about tiptoing the right angle to hit the enemy from. This is a control limitation that hinders the game.
You actually can move diagonally. But attack works only in 4 directions indeed. Yeah, I was too lazy to draw additional attack animations.
The momento you hit the A button, you know you are in for a different experience.
A thing that I did not enjoy about this game is the jump animation. It looks blocky when the cat jumps off the floor.
Yes we are aware of that. we will improve it in a future version.
Bounding boxes for the end of level sprites do not collide correctly with the player figure. This happened to me on the very first level after using the gravity controls to make the player character land on it, I didn't use the movement controls.
Thanks! I'll fix the size of the colliders =) Let me tell you guys that I will start working on an actual complete game for this. Thanks a lot to all for your reviews and comments, this definitely told me the mechanics has potential.
Overall I enjoyed this game. I do not like the selected text font, It is jagged and not very easy to read, also it feels out of place with the rest of the game, maybe try something more blocky for a robot feel to the text.
Bombs feel useless, I think you shoud add the function to blow up the bomb once it has been fired.
Also, I am not a big fan of the control scheme, I had to go all over the keyboard to do some fairly related movements. Please consider rescheming the keys or include a custom keybind feature.
I found this game highly enjoyable. Controls are sometime unresponsive but it may be something on my end. I have a critic regarding the white lines that connect the sound coins, they don't look homologous to the the coin artwork. It's like when you mix sprites with paint.exe resources they feel out of place together.
I'll have to disagree as control's arent' very intuitive. It seems that they add artificial dificulty to the game.
The game should allow for a possibility to avoid damage. Also, adding different skills to the player character would help player's inmersion.
Thank you for playing, rating and reviewing :) we appreciate the suggestions. As of right now, we will be focusing on developing Aground - so we won't be doing any updates to Dragonfire for the foreseeable future.
A great little game.
Age 32, Male
Panama
Joined on 4/4/07