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Dragon Writer Luc

9
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1
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A member registered Sep 02, 2018

Recent community posts

The puzzles were nice and achievable, though definitely hard at points. I did all of them. Determining when to put myself in a "do or die"-type position was probably the hardest hurdle to get over, because for many puzzles, if you did not do it right, you would have to reset because the path backwards was closed. Making checkpoints (or letting the user make checkpoints) might help with that.

The keyboard setup was... alright. I don't normally play on keyboard, so I don't really have any room to complain there. I learned how to pair my Switch Pro controller with my computer and played everything past the tutorial that way.

The options menu could do with having a keybind on controller that lets you out. I ended up pressing the Esc key on my keyboard to leave it whenever I wanted to change something. Plus (+) let me in, but it did not let me leave.

The "Enter Aim Mode" keybind could use an explanation; after a few tries at figuring out the function, I gave up and put it on a button I wasn't likely to press. I found that the method that made the most sense to me was to put picking up and throwing the magnet on the left trigger, and changing polarity on the right trigger. Still, for that configuration, it might have been nice to use the right analogue stick to aim the throw, rather than having to hold down the left trigger the whole time and use the left analogue stick to aim. Essentially, I tried to aim the same way you do in CrossCode.

Well done. One bug: some of the small orb enemies would get caught on terrain, including lava. I had to walk through the lava to find them.

Fantastic job. I have to say that the lowercase letters in the command line confused me a bit, until I figured out that Shift and Caps Lock didn't do anything. Also, I couldn't find any hints for the levers on the right, so I did ternary counting. (Thankfully, time slowed a lot before I decided to do that.)

You say "only one stage," but it doesn't really feel like that. Your description hurt you, here.

I think I've seen something like this in Mario before, escorting Poochy or a Yoshi, but good job!

Is there more than just a demo?

You have certainly demonstrated the need for typing, especially when the hitbox for each letter is only the letter itself and no blank space within it.

The death markers are very helpful, since placement of spikes, etc. isn't random. Still, if you want me to dodge stuff, having them slow down or simply having less to dodge might be nice.