Decent enough to have some potential but not decent enough to be worth playing really at all yet. It seems a bit small especially for something that's planned to be slightly nsfw. The controls and game feel are also a bit wonky but that's expected of an early alpha build tbf.
Kind of late, but did you unzip the folder with Archive Utility? When it unzips stuff I find that it can break .app files. I unzipped it with Unarchiver and it worked on my Mac.
The recent update made it so when you stop moving you kinda go crazy and go everywhere. This doesn't happen when you're jumping however, and it also happens while crouched. I'm playing on keyboard so I don't know if it's different for controller. This game seems very promising keep up the good work.
Hmm, there is a known bug where crouching on top of a ledge will make the sprite freak out, but I haven't noticed one from just stopping movement. Is it in specific places or just everywhere?
The dive-attack is on Left Shift, Right Mouse Button, and now X in the latest version. Make sure you are in the air when you use it! If that still doesn't work, I'm not sure what's wrong...
Not a bad start. There is definite promise here. A couple points I'd make are the momentum needs to be tweaked and turned way down if you intend to have any sort of precision platforming involved. I was able to clear the first section of simple jump after numerous failed attempts - the acceleration and max speed are too high, and any success comes more from chance than skill.
Second, Keyboard/mouse inputs are likely to be the most common, as this is on PC. It would be very helpful to make sure they work, and players don't have to figure them out by pressing every key to see if something works. I found WASD for movement, Left Alt for stomp, Left Shift for duck, and Space for jump. Couldn't seem to attack at all, despite trying literally every key/mouse button. It would absolutely be a good idea to make the controls work across both hands, as right now everything is done with the left side of the keyboard
What's there in terms of spritework is good so far, though in later builds the tileset for the map could use some work, so it's less of an infinite world of cubes. Also, at the end of the stage, there's what appears to be a blue door. Couldn't seem to interact with it, but that could be down to a seemingly missing keybind.
The door was actually missing functionality completely, and is the first thing I fixed for the next update. That's the end of what there currently is though, and it just sends you back to the main menu for now. I want to fix all the quirks with movement before adding more levels.
All the visuals are still placeholders. The world will definitely not be endless cubes. XD
I'm still actually working out the keyboard controls, since I haven't really liked any of the setups I've tried so far (the text references the controller because I have those set in stone - it will explain both in the end). Currently the options are WASD or arrow keys for movement, and Mouse Buttons (all three) or Ctrl/Alt/Shift for actions. I may try a WASD + JKL system next?
You probably were attacking and didn't know it because it doesn't yet have an animation, and it's easy to miss the enemies, since I recently realized I have the range set too low, so I'll be extending that and adding visual feedback as well.
His movement will probably be the hardest to balance. Unity's physics are wonky, but writing my own would also probably end up wonky. I'd like it to feel like parkour, eventually, but it's probably gonna take quite a few iterations to figure out. Tbh I kinda liked having him be a bit floaty, but it seems that most players don't enjoy that so far, so! Gonna reel that back for sure. XD
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Are there plans to still work on this?
Yes, just been a bit of a rough start to the year. Hoping to get back to it soon, but it seems every time I say that it gets jinxed lol
Understandable, here's to hoping things improve for ya'!
Thank you very much~! And thanks for the interest too. :3
Decent enough to have some potential but not decent enough to be worth playing really at all yet. It seems a bit small especially for something that's planned to be slightly nsfw. The controls and game feel are also a bit wonky but that's expected of an early alpha build tbf.
I downloaded the Mac alpha and for some reason it won't even open for me. I keep getting an error message pop up...
... That is very not good. Let me do some research and see if I’ve done something wrong. Thanks for letting me know though!
no problem!! Let me know if ya can get it working! I’m very excited to play it ^~^
Kind of late, but did you unzip the folder with Archive Utility? When it unzips stuff I find that it can break .app files. I unzipped it with Unarchiver and it worked on my Mac.
The recent update made it so when you stop moving you kinda go crazy and go everywhere. This doesn't happen when you're jumping however, and it also happens while crouched. I'm playing on keyboard so I don't know if it's different for controller. This game seems very promising keep up the good work.
Hmm, there is a known bug where crouching on top of a ledge will make the sprite freak out, but I haven't noticed one from just stopping movement. Is it in specific places or just everywhere?
It's just everywhere
Weeeeird. I'm not sure what to ask next, since I've not had that happen before, and don't know how to recreate it.
Maybe redownload it to a clean folder and see if it still has that issue? I hope it's something I can fix.
I redownloaded it to a clean folder and it still happens. I'm on the windows version if that changes anything.
how to attack on keyboard??
Left Control OR Left Mouse Button
It currently has no animation, so it doesn't show you that you are attacking. Sorry!
The controls and animations will be changing in the next update, though!
Can't do that jumping attack. And your profile picture is cool
Thanks!
The dive-attack is on Left Shift, Right Mouse Button, and now X in the latest version. Make sure you are in the air when you use it! If that still doesn't work, I'm not sure what's wrong...
eagerly waiting for the next update
Not a bad start. There is definite promise here. A couple points I'd make are the momentum needs to be tweaked and turned way down if you intend to have any sort of precision platforming involved. I was able to clear the first section of simple jump after numerous failed attempts - the acceleration and max speed are too high, and any success comes more from chance than skill.
Second, Keyboard/mouse inputs are likely to be the most common, as this is on PC. It would be very helpful to make sure they work, and players don't have to figure them out by pressing every key to see if something works. I found WASD for movement, Left Alt for stomp, Left Shift for duck, and Space for jump. Couldn't seem to attack at all, despite trying literally every key/mouse button. It would absolutely be a good idea to make the controls work across both hands, as right now everything is done with the left side of the keyboard
What's there in terms of spritework is good so far, though in later builds the tileset for the map could use some work, so it's less of an infinite world of cubes. Also, at the end of the stage, there's what appears to be a blue door. Couldn't seem to interact with it, but that could be down to a seemingly missing keybind.
Thanks for the comment!
The door was actually missing functionality completely, and is the first thing I fixed for the next update. That's the end of what there currently is though, and it just sends you back to the main menu for now. I want to fix all the quirks with movement before adding more levels.
All the visuals are still placeholders. The world will definitely not be endless cubes. XD
I'm still actually working out the keyboard controls, since I haven't really liked any of the setups I've tried so far (the text references the controller because I have those set in stone - it will explain both in the end).
Currently the options are WASD or arrow keys for movement, and Mouse Buttons (all three) or Ctrl/Alt/Shift for actions. I may try a WASD + JKL system next?
You probably were attacking and didn't know it because it doesn't yet have an animation, and it's easy to miss the enemies, since I recently realized I have the range set too low, so I'll be extending that and adding visual feedback as well.
His movement will probably be the hardest to balance. Unity's physics are wonky, but writing my own would also probably end up wonky. I'd like it to feel like parkour, eventually, but it's probably gonna take quite a few iterations to figure out. Tbh I kinda liked having him be a bit floaty, but it seems that most players don't enjoy that so far, so! Gonna reel that back for sure. XD
Thanks a bunch!
I can't even get through the first platforming section, far too slippery.
Good to know! I’m still working on the physics, so I’ll change them up. Out of curiosity, are you using a keyboard or a controller?
kb/mouse
Okidoki, thanks!