Very interesting rendition, just wish I knew the perfect formula to buy everything out in the shop, oh and have a proper checklist for every work to look at... (stupid 98%...)
Very interesting rendition, just wish I knew the perfect formula to buy everything out in the shop, oh and have a proper checklist for every work to look at... (stupid 98%...)
we made sure there were a few ways to spend the maximum amount of cash in the shop, and the checklist is an interesting idea. we might end up doing something like that/guiding people towards some artworks better
Honestly, those ragdoll animations are top notch
Time: 23m40s
Deaths: 47
25/25 statues killed
150/150 oni killed
Would've died less and beat the game faster had I not try to kill all enemies first lol
Those are some great stats for a first play through! Well done!
I have no clue what I am supposed to be doing here, and a wizard locked me in a box that I could not escape from
Controls are in the description! Hope that helps.
So, some notes:
UI elements WILL break if you run an autoclicker (I was bored and wanted to test something, okay?)
The NG leaderboard evidently has a value limit, and you can hit it in less than 15 mins
oh yeah i see it! you mean the litle box in the corner to unfold the windows? that's been a bug i haven't been able to figure out for the longest time, im busy so i don't know if it'll be fixed soon
there's nothing i can do about the ng leaderboard though! that's a newgrounds limitation, it doesn't work too well for these kind of games :(
Has some good potential, but falls short...
Here's just some of my gripes:
Wizard projectiles don't despawn - REALLY bad when you are getting crowded and just can't walk enemies into tower range
No synergies - the game really just encourages using only 2 towers, poison and gatling, it doesn't really reward having a healthy variety
Healing - just doesn't work
As you gain more upgrades, synergies are much more heavily encouraged, as you can't have multiple of the same level x tower (so it's impossible to stack level 2 gatlers)
Not sure about the wizard projectiles thing -- could you elaborate on that? I've seen it mentioned in a few different places but I'm not sure I'm understanding the issue correctly. Once I do, I can push a quick balance fix to help smooth things out!
It is lacking, well, a lot to be a good boss fighting bullet hell... Here's some QOL changes you should implement:
- Indicator for where the boss is at
The boss can frequently leave the screen, and it makes it difficult to gauge where it is at without just plain shooting into the dark
- Parry/dodge
A classic of any boss battler, the boss is meant to be an asshole, at least give the player a chance if they get cornered
- Direction indicators
The poison having a way to gauge where it will be at is useful, but not seeing what the trail will be in advance harms this communication
- Invincibility frames
I died SO MANY times just because of chained attacks, I shouldn't die just because I got unlucky with bullets and poison getting closely chained together
Thanks for feedback!
The game can be cool, but the whole aim system sucks for the game, especially as mechanics bring in the need for timing, so precision becomes extremely tedious.
Hey man, thanks for playing :) yeah, it would be nice to make a new version with analogue aim controls.
Would have been more entertaining if it was faster to return to the grind...
Also it would be nice to have access to the OST
Edit: thanks for adding that! Game just needs a way to skip dialogue and I will be completely happy
Updated the description with track links!
That's neat, an interactive music album
I thought so, at least XD
I mean, the game can be fun, but I am often struggling with the stealth mechanics, especially on Level 18, which I am unable to beat. Let me list my greivances:
- Cloak controls are so damn floaty that I am often missing my target
- If a target is alerted, I don't get a half second grace period to kill them right as I exit cloaking
- Impossible to gauge where a target is looking, and bad luck can ruin a run with their sightlines (see level 18 where ghosts have these TINY gaps where they can immediately notice you)
- Why must there be a timer?! Stealth games are built around you having nothing but time to hunt down your target, the same needs to apply here.
- Levels should NOT start with a frantic sweep of enemies, there's quite a few in this where I have to shoot first before I can analyze the level.
- The scythe has ricochet mechanics, please at least try to let us see how it will bounce off of a couple of walls, I failed so many trickshots just because I could not guess the path of my scythe.
-Cloak controls were made that way because they were too op for speedrunning when they were first added, and often it was more viable to use it to get in close to melee a ghost instead of bouncing the scythe
-You get a full second to do stuff after they get alerted, which is enough time to uncloak and hit them
-LVL18 is to test how good you are at seeing very slight sightlines and cover yes
-Timer was there for the game jam as this game was designed around the theme "speed is key"
-I agree though I couldnt think of enough concepts to fill 20 levels with without doing that
-If it were a longer game jam I would've had enough time to add that, though adding projectile prediction like that is a bit of a pain and takes a while unfortunately
I am a digital artist and gamer, I also know a bit about web development.
If you want to wear or hang what I make on a whim, hmu!
Age 19, Male
Professional Artist
United States, West Coast
Joined on 3/20/15