Comments

Log in with itch.io to leave a comment.

I updated the downloads just now as there was a collision issue I found for the player. Should be good to go now lol

(+1)

I tried the game and the game itself is pretty cool , i didn't found somes glitchs for the moment. This have a lot of potential

(1 edit)

Thanks for playing the 1.02 version of EBC Demo! In the future, my next update will try to cover the glitches I may have missed and polish it even more (exp. health bars for enemies and character polishing). Glad to hear that this game have a lot of potential!

(+1)

Hey, I tried it out. The keyboard controls worked pretty well and player movement was fun. I am not the biggest fan of keyboard controls so I tried a controller, and only the movement worked, and nothing else. I really liked the sprite work done in this project. 

I personally would have enjoyed full controller support, but that isn't a big deal at the end of the day. The environments looked well done and thought out. (Even though there was a lot of samey type of environment sprites, it was still easy to traverse). 

When I found the treasure chests, I was excited to see what I got, and finding out it was only ever health potions made them feel a little less special. That took away from the exploration for me, so I just focused on getting to the end of the levels at that point. 

Like I mentioned earlier, the sprite work looked great, but I did notice some sprite tearing, I am not sure how Godot handles sprites, so I wouldn't be able to speak on a solution. 

The player movement felt great, especially the roll, which to be honest is a little overpowered. II was able to out pace every enemy and blow right past them by just constantly rolling, which would be some cool speed tech for a speedrunner. 

I test out the collisions on everything I could find within the 15 minutes of play time and everything seemed to hold up well even when trying to purposely break the game lol.

The save system seems to work well, however the transition between death and the menu, menu to load/save screen takes a little while. Talking about slow downs, when exiting the cave, the game started to chug, so I am not quite sure what is happening here, Maybe everything is loading in at once? Could possibly split the level up into zones and them them load as the player traverses around to help any slow downs. Maybe look into culling if it isn't already incorporated. 

Honestly the game has a lot of potential, and seeing the progress you made from your previous projects goes to show that you have skills that keep growing. I can't wait to see how you keep advancing!

Ayyee thanks for playing! Controller Support haven't cross my mind at all, I'll be sure to add that in! The sprite tearing, I noticed that a lot and I have no idea how to fix that. Hopefully I will find a solution to that later. 

 Lol yeah Chest only drops Potions (for now maybe)  but for sure I was thinking of adding secret areas to the levels that can provide the player with different cosmetics (Via candy cane and bow) and probably some little easter eggs as well. Hopefully doing that would bring more life to the levels.

As for the transition being a little while I have no current solution to do that atm, and for level 2 it does take a while to load and it being laggy at first. The reason level 2 is like that is because of how huge it is and how many mobs that are active. I'll probably try to divide the level to multiple bite size sections to fix or something else.

You are right that the roll is a little overpowered as I use it to speed run a bunch of stuff whenever I'm play test haha. A friend of mine mention to me that I should probably give the roll an invincibility, but in return the roll will be on a cooldown. I might do that approach to give the roll a more situational function rather than just moving fast constantly.  

Thanks for the feedback and your encouragement! I'm going to be working on a medium-ish project to gain more knowledge and practice before resuming construction on this project.