Comments

Log in with itch.io to leave a comment.

Some comments, I'm still stuck in area 1:
1. new sensitivity helps a lot! ty

2. discovered a breaking bug, but if you are in combat mode and fall down, it makes a squish. However, your toggle is now incorrect. So I ended up with the combat mode but cannot attack or the free roam mode with sword out and I can't hit anything.

3. In the first area, the base where you go into after gaining fire is very dim and I have a hard time seeing anything at all. Can you add torches or something? 

4. Also in the first area again, the rooms are identical. I have a hard time getting my bearings. Did I come from here? Where is this? I accidentally exited from where I came from and my only indicator is that the enemies are not there. More indicators would be nice (or a minimap).

5. Fire fix was great! Gj!

Thanks for trying my game and providing some feedback; it really does help. As for the problems you found:

  • The fall damage method was cobbled together in a sleep deprived stupor and I assume I never tested such a case; from what it sounds like it could be similar to a recently fixed bug and should be an easy fix
  • I’ll see if I can increase the brightness in the Iron Hundwerks
  • Many testers did say that they got lost in that specific section, but I never really got around to adding any sort of unique identifier for each room; rest assured that I’ll do some research on what iron mills look like so I can implement some way to ensure people don’t get lost
  • I’m also planning on adding a mini-map to the game (or just a map in general) but I want it to be stylized so it may be some time before it’s implemented

Again, I really appreciate the feedback and will implement these things as soon as possible.

(+1)

Sup, I named your potbelly guy.

Issues:
1. Mouse sensitivity is way too low for my taste, please add options in main menu to turn camera faster.

2. During cutscene, enemy AI is still killing me

3. add cooldown for fire breath, in a second i have no more fire power

4. instead of the iron ghetto, call it the iron houndwerks.

5. How do i get the secret chest at the start? I wish it was easier tbh.

(1 edit)

Hell yeah! I'll update your name in the manual's credits. As for the issues:

  • I'll look into adding in a general main menu so the player can do different things (play game, settings, quit, etc.); until I settle on a cool design, it'll just be a simple menu
  • I'll find a way to stop the enemies from doing anything when in a cutscene (moving, attacking, etc.)
  • I noticed a similar problem when testing my game on a faster computer as you did with the fire breath; that should be an easy fix on my part
  • I like the name Iron Houndwerks, but I think the Iron Ghetto is more representative of the entire location as a whole (and a respite for those alien people who hate the incessant use of portmanteaus); Houndwerks could be the name of the unnamed Ironworks section though and I would hate to let such a cool name go to waste
  • Use the fire-breath to activate the power lamp; after that, enter exploration mode and position Fygoon towards the platform you want to jump to; turn the camera so it faces Fygoon head-on, then jump; continue until you reach the fire bonus (on a sidenote, I originally wanted there to be a movable crate but I couldn't get the logic done in time for the initial release of the demo back in November and, frankly, I now find the little platforming section to be fun)

P.S., I'll also add in a few other things too, such as:

  • A save system (If there's going to be a menu, there has to be a save system, you know?)
  • With the save system there'll be a little blurb on what occurred before your last save and what you're up to when you load up the game
  • Actual voice acting (and not the lame TTS placeholder voices)