Some small things I noticed that you may or may not have thought of, having a volume control instead of a music toggle would be nice, including the various sound effects, I played with an Xbox controller and i'm more familiar with that layout so reading "square" and "cross" honestly kind of messed with my brain, in the beginning after picking up your toolbelt having some kind of popup for attacking would be helpful, while it is easy to deduce since you used a pretty common attack button it took a second since i didn't know i could attack after picking it up but not before, only got hit the one time and it was a one hit from full health, not sure if its a bug or intended though so figured i would mention it
From a slightly different angle the movement feels a bit odd at times, primarily on diagonals, you kind of jump between walking and running strangely and i'm not entirely sure how I feel about the character facing being locked to the camera direction, while its far from a bad thing I just get a more old school feel from the game, almost like Spyro and kind of expect my character facing to be independent of my camera like that was...again far from a negative, but an observation I had
Things that stood out as positives, the sound design is awesome and really fits the vibes, the animations that are they are also just fantastic, to the point i really want to see some more of them, specifically would love to see her winding herself up, i think that would be fun but totally unnecessary, I saw you were going for the hit and run style for combat and noticed the enemies are absolute tanks so I think that works, really incentivizes you finding another way around and thinking about your movements like a puzzle
I'll be honest i'm AWFUL at puzzle platformers on my best of days so I don't think i'll ever beat this without a save function but will probably give it a go after that gets implemented, overall great job dev I look forward to seeing where this goes
It’s a pretty neat game. Though how slow it is to break crates and having to restart from the very beginning every time does get kinda annoying. The combat feels clunky but if the premise of the game is to avoid combat then that’s a positive not a negative.
I’d definitely love to see where this concept goes, even if I couldn’t make any progress after a couple rooms.
Thanks for the feedback! Positive or negative, it's all appreciated!
Yes, combat is meant to be a bit "hit and run", so to speak - Amelia isn't meant to be a powerhouse (not yet, at least). But a version 1.1 will definitely include a few tweaks and improvements, including the game starting you back at the beginning of the current area, not the entire game/level. We just run out of time to implement it before the deadline, haha... Thanks again for the feedback! <3
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Some small things I noticed that you may or may not have thought of, having a volume control instead of a music toggle would be nice, including the various sound effects, I played with an Xbox controller and i'm more familiar with that layout so reading "square" and "cross" honestly kind of messed with my brain, in the beginning after picking up your toolbelt having some kind of popup for attacking would be helpful, while it is easy to deduce since you used a pretty common attack button it took a second since i didn't know i could attack after picking it up but not before, only got hit the one time and it was a one hit from full health, not sure if its a bug or intended though so figured i would mention it
From a slightly different angle the movement feels a bit odd at times, primarily on diagonals, you kind of jump between walking and running strangely and i'm not entirely sure how I feel about the character facing being locked to the camera direction, while its far from a bad thing I just get a more old school feel from the game, almost like Spyro and kind of expect my character facing to be independent of my camera like that was...again far from a negative, but an observation I had
Things that stood out as positives, the sound design is awesome and really fits the vibes, the animations that are they are also just fantastic, to the point i really want to see some more of them, specifically would love to see her winding herself up, i think that would be fun but totally unnecessary, I saw you were going for the hit and run style for combat and noticed the enemies are absolute tanks so I think that works, really incentivizes you finding another way around and thinking about your movements like a puzzle
I'll be honest i'm AWFUL at puzzle platformers on my best of days so I don't think i'll ever beat this without a save function but will probably give it a go after that gets implemented, overall great job dev I look forward to seeing where this goes
It’s a pretty neat game. Though how slow it is to break crates and having to restart from the very beginning every time does get kinda annoying. The combat feels clunky but if the premise of the game is to avoid combat then that’s a positive not a negative.
I’d definitely love to see where this concept goes, even if I couldn’t make any progress after a couple rooms.
Thanks for the feedback! Positive or negative, it's all appreciated!
Yes, combat is meant to be a bit "hit and run", so to speak - Amelia isn't meant to be a powerhouse (not yet, at least). But a version 1.1 will definitely include a few tweaks and improvements, including the game starting you back at the beginning of the current area, not the entire game/level. We just run out of time to implement it before the deadline, haha... Thanks again for the feedback! <3