Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

lsd3

4
Posts
2
Topics
A member registered May 30, 2020

Recent community posts

- Safari has anti aliasing (its pixels are fuzzy)

-there is no weird glowing light around the player in safari

-after dashing, the player's head does not turn blue in safari

-Safari's screen does not darken in a dash

this does not fit in, but the birds stay on one animation frame when too far away from you

Also, for the dangers, such as the spikes and the wind, try to make them seem as if they would pose a danger to a rock creature (or just whoever you are playing as).

Also, I don't like how when you do a melee attack, you move in the direction you are facing.

When you defeat enemies, they take a few seconds to disappear.

Also, I feel as if you should be able to, while you are planning your dash, have an influence on which direction you fly after bumping into the enemy. 

Also, i dont know if this is a good idea, but would it be possible to change the power of your dash, up to a maximum, so that you could , if going upwards and there is a spike above you, you could avoid the spikes by dashing slowly

Jaded v0.6.6 community · Created a new topic Feedback

I think that it would be beneficial to avoid restricting areas with spikes, and instead make the obstructions seem more integrated into the environment.

Also, I have no clue what those targets were supposed to mean, as one time it seemed to be pointing you to the exit, and another, it seemed to just be decoration. 

It would be good to know what your health is

I also think that it would be good to have a physical indicator of whether an enemy has taken damage, whether it be from a health  bar above the enemy, or from a change in the sprite to have the enemy look more battered. 

The stairs are very clunky.

I found that it is very inconsistent as to whether you can do the dash, and from the animation of the dash, it seems like it should do some damage, as you turn into a spike, flying at an enemy, and since the enemy (or at least the flying enemies) reacts to your attacks, it gives the impression that your dashing actually deals damage.

Attacking with your melee seems pretty useless compared to the dash, as it seems to have far less of an impact on enemies

I think that it would be a good idea to have some sort of indicator as to whether you have reached a save point, because sometimes when I die, I am confused as to why I spawned where I did.

The last two rooms seem to be very similar and hard to differentiate

The spikes should deal more damage, or have a different effect on the player, as in the third room, you can just walk across the spikes without dying to the exit, with plenty of health to spare.

While staying in the dash, you should make the falling downwards more powerful, as it feels like you stopped time, instead of just slowing it.

Otherwise, nice game.