It was super cool to play! The gameplay and the ambience go well together! The music was great. The fact that you can modify the controls is a cool feature to have.
Just tried out the linux version. Superb stuff. My only gripe was easily rectified by being able to remap "pause". Really good use of the parallax and the timing of enemies is supremely well done. I got absolutely murdered by the boss. Gonna have to have another go, but his head didn't seem to take damage. Overall, top notch!
Glad you liked it! The sword attack animation is a little bigger than the actual hitbox, so I'll have to fix that. The best boss strat is to duck on the blocks and throw the cross at his head.
Ok! So that was awesome! What a wonderful display of Godot's capabilities. The pseudo 3D looks great and very very unique! Your art style is fantastic! The music was great. I think the controls feel pretty tight and good. Also, those chandeliers got me soo many times.
Some things: I played it on Linux and it mostly seemed fine.
- BUG: I wasn't able to hurt the boss. I don't know if I just didn't know how or if that's a bug. (This is the only big thing that happened)
- SUGGESTION: All the enemies do feel unique which is good, but their AI could maybe be better. For example, the bats just fly past you and keep going. It makes them feel like less of a threat and more of an obstacle, but if that's what you're going for then you nailed it! I like the jumpy skeletons, those are fun. The purple robed guys are similar to the bats.
- SUGGESTION: Maybe set a button to pick up new sub weapons. I got in a place where I was in a small area, and a new subweapon dropped, so my subweapons kept switching as I was trying to kill things.
- SUGGESTION: Maybe have enemies drop the green potions more (maybe this is already an idea). There isn't much motivation to kill the enemies, especially the bats and purples guys, cause you can just dodge them and be on your way.
- SUGGESTION: Allow the use of mouse for key bindings under keyboard controls. It would just be a convenience thing so I can use left click and right click as attack and subweapon. Not a huge deal, though.
I am aware that this is a demo, so maybe some of my suggestions are already being worked on, or maybe you just don't think they fit in your game, which is totally fine! I just wanted to bring those things up on the off chance that they weren't thought about. Overall it's a fantastic demo and I'm still in love with this. It's really great!
I'm glad you liked it! You have to hit the boss in the head, which isn't very obvious. I'll have to tweak that somehow.
You're correct, the AI for most enemies is pretty simple. I do have plans for more advanced AI like the skeleton for later stages. This is the first stage, so we didn't want it too difficult.
I can see that subweapon switching might be an issue. You can't pick up the old one for a few secs, which I thought was enough. I'll have to think about that more.
I agree with you, there's not much reason to kill the enemies. I plan on adding some random drops when they die, like invincibility and maybe health. BTW, there are hidden health drops if you can find them!
I can add in mouse bindings as well. I wasn't sure if anyone would want them.
Thanks for all the great suggestions, and taking the time to write them up! I appreciate it!
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There's now a page for the full game, https://deprecatedgames.itch.io/awakened-evil
The new page contains the demos, so I'll remove this page eventually.
The game feels really good, brings back those retro NES vibes. Well done :)
Thanks! Glad you like it :)
Getting them Rondo vibes from the fire.
It was super cool to play! The gameplay and the ambience go well together! The music was great. The fact that you can modify the controls is a cool feature to have.
Awesome, glad you enjoyed it! My pet peeve is when you can't remap controls, so I made sure to include that.
Just tried out the linux version. Superb stuff. My only gripe was easily rectified by being able to remap "pause".
Really good use of the parallax and the timing of enemies is supremely well done. I got absolutely murdered by the boss. Gonna have to have another go, but his head didn't seem to take damage. Overall, top notch!
Glad you liked it! The sword attack animation is a little bigger than the actual hitbox, so I'll have to fix that. The best boss strat is to duck on the blocks and throw the cross at his head.
Ok! So that was awesome! What a wonderful display of Godot's capabilities. The pseudo 3D looks great and very very unique! Your art style is fantastic! The music was great. I think the controls feel pretty tight and good. Also, those chandeliers got me soo many times.
Some things:
I played it on Linux and it mostly seemed fine.
- BUG: I wasn't able to hurt the boss. I don't know if I just didn't know how or if that's a bug. (This is the only big thing that happened)
- SUGGESTION: All the enemies do feel unique which is good, but their AI could maybe be better. For example, the bats just fly past you and keep going. It makes them feel like less of a threat and more of an obstacle, but if that's what you're going for then you nailed it! I like the jumpy skeletons, those are fun. The purple robed guys are similar to the bats.
- SUGGESTION: Maybe set a button to pick up new sub weapons. I got in a place where I was in a small area, and a new subweapon dropped, so my subweapons kept switching as I was trying to kill things.
- SUGGESTION: Maybe have enemies drop the green potions more (maybe this is already an idea). There isn't much motivation to kill the enemies, especially the bats and purples guys, cause you can just dodge them and be on your way.
- SUGGESTION: Allow the use of mouse for key bindings under keyboard controls. It would just be a convenience thing so I can use left click and right click as attack and subweapon. Not a huge deal, though.
I am aware that this is a demo, so maybe some of my suggestions are already being worked on, or maybe you just don't think they fit in your game, which is totally fine! I just wanted to bring those things up on the off chance that they weren't thought about. Overall it's a fantastic demo and I'm still in love with this. It's really great!
I'm glad you liked it! You have to hit the boss in the head, which isn't very obvious. I'll have to tweak that somehow.
You're correct, the AI for most enemies is pretty simple. I do have plans for more advanced AI like the skeleton for later stages. This is the first stage, so we didn't want it too difficult.
I can see that subweapon switching might be an issue. You can't pick up the old one for a few secs, which I thought was enough. I'll have to think about that more.
I agree with you, there's not much reason to kill the enemies. I plan on adding some random drops when they die, like invincibility and maybe health. BTW, there are hidden health drops if you can find them!
I can add in mouse bindings as well. I wasn't sure if anyone would want them.
Thanks for all the great suggestions, and taking the time to write them up! I appreciate it!
Nice! Could you create a executable for Mac?
I'll add the mac version today, but with apple not allowing unsigned apps, I'm not sure it will be playable.
Have you considered a demo release for Linux?
I just added a linux version! Although I haven't tested it yet, so there could be bugs!
Sweet! If I find anything I'll let you know! Is there a specific way you'd like any bugs reported?
Nah, just a description is fine if you find any. Thanks!