M.Knight wrote:Hi! I've played the demo's two stages and have some impressions :
-Is there any way to rebind inputs?
-The bomb doesn't seem to give you invincibility, or if there is one, it isn't instant. That can be a design choice, though I once managed to game over on the first boss while firing my bomb, but the bomb seems to have killed the boss afterwards, so despite the game over menu appearing, I was then sent to the next level.
-Boss 2 seems easier than Boss 1. Actually dodging the first boss' patterns does not seem too hard, but the speed at which it fires and the fact that you sometimes have to take into account the yellow and the blue arrows at the same time can lead to a few deaths. Maybe macrododging is the better strategy but the length of those arrows instinctively discouraged me from doing that. That's still a good boss though!
-I probably already mentionned this, but have you tried removing the servants' ability to automatically pick up items when you focus? Moving all over the place to grab them sounds more fun to me.
-Do the bosses time out? I let the boss 2 live for half a minute after all its minions were no longer there, but it seems to stay alive. At least there doesn't see to be infinite milking, that's good.
Overall, I like the game and its fast, arcade-y pace! Enemies immediatly showing some aggressiveness without being overly punishing, and stages and bosses never outstaying their welcome are both great. It just feels good to play and is never dull.
Thanks. Input binding and other options should make it in but no idea when.
I intend for the bomb to be more of a super attack and less of a get out of jail card. As for the double KO with the boss, I just need to handle that properly and have the game over block the stage clear.
I like your earlier suggestion similar to Studio SiestA games, of sending out partners by not firing. (In my case probably best when focusing and not firing.) I appreciate the thrill of manual pickup as in Raizing Yagawa games but this game is all about the pickups and various ways to get them, and then I need some other way partners can be lost (maybe they die with you and are replaced by reserves if you have them). This could be a good case for having a "ship selection" (not really different characters, just different playstyles) at the start. Slow move and easy pickup, or fast move and manual pickup.
I probably should time out the bosses but rather than just leaving, I would prefer they escalate their final attack to the limit of what's reasonable.