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It only took 127 attempts and some liberal bonesawing, but I finally beat the last boss. It's a really fantastic game :)

If it's helpful, there's a few minor gripes I experienced but please set this against the massive amount of enjoyment already in the game:

* In the first world and third world particularly, it's annoying when you walk into a room and immediately take damage from a ball-and-chain or pop-out spike, especially if you're quickly back-tracking through rooms you've already cleared. I wonder if you could do some code-magic in certain circumstances so that it's impossible to enter a room and hit one. I guess I should've been more careful though, so it's not exactly unfair :)

* If it doesn't affect balance too much, could the game lean into the player's playstyle a little more? If I'm primarily using a melee weapon, it's a bit of a bummer to continually get ammo boxes out of crates. It's not that they should never appear, just that the weighting could be dialled up and down depending on whether they're going to be used.

* Shops with one to two items in them are a bummer, especially early on.

* Sometimes the bolt-sink (the postery thing that says 'Done T' in shops?) doesn't give you anything, even if you fill it to completion. I think this happens on later floors when you've already got some items from one on an earlier floor.

* I wish the Duck buff triggered immediately on entering the boss room. There have been a few times where I've died before getting any health back.

* If you attempt to pick up an item that overlaps the Sell box in a shop, it gets sold instead — I think. It's only happened once but it stopped me duplicating all my passives :(

* The jump pads in the third world feel hard to use consistently. I seem to often take damage from adjacent lava, and doing diagonal jumps in enclosed spaces is also tricky.

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Aww! Thank you so much! Not a ton of people stick around for that long but I'm happy you're one of the few to make it to the end! :)

A lot of very insightful feedback here! I'll be releasing a new update soon that should adress most of the things you mentioned. Should be out by Saturday.

EDIT: Forgot to mention this, the Donet thing is a donation machine. Whether you get something or not is pure RNG, but filling it up multiple times will grant you a special chest in the forth level.

Really enjoying this so far, but does the currency pop-up in the bottom left corner have to pop-up on to the screen? It's super annoying not being able to see the corner of the room, especially if there are wall spikes or something like that get obscured by the giant info box. Perhaps I've not got far enough into the game for that UI real-estate to earn its keep, but couldn't your currency be tracked somewhere else that doesn't require it to intrude into the playing area?

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I've thought about that too. You can expect an update that will improve on that soon by forcing you to click the pop-up to see how many bolts you have. :)

(+1)

I was on the struggle bus for most of this but beat the first level at the end!

 will an android version be released?

Sorry, it would lag like hell and controls would be awkward. :/

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cant start on ubuntu(okay i have played earlier on windows but now im on ubuntu and i wont restart my pc to windows)         and what does procedurally generated weapons mean

Yeah, linux support is definitely a bit iffy. :/
You can always try the web build though: https://www.newgrounds.com/portal/view/854391


The weapons are randomized in name, looks, stats, type, modifiers, sound, ammo and other aspects. The randomizer tries it's best to adjust these parameters to make weapons that are balanced and fun to use. :)

woah

i think you should put this link somewhere where it will always be there cuz i cant start the game for itch page

Please add an android version. I don't if you're looking forward to do it already, but i would love to try the game myself after seem the retromation(YouTube channel) gameplay

(+1)

Glad to hear that you're interested in trying it! :D

Sorry, but I won't be adding mobile support. Performance would be a huge issue as the game would lag like hell and a touchscreen would make it near impossible to play.

Love the game, however I can't drop items for some reason

You have to right click on an item to drop, I know I didn't make that entirely clear. :)

Beautiful game,  but I love the Binding of Isaac so I may be a bit biased. The graphics, text and items are amazing; as the others said, I would review the controls, bc it's really hard atm.

Thank you! :D

I'm really busy atm but I'll look into it as soon as possible!

maybe there should be a tutorial that mentions THE GHOST IS DANGEROUS CUZ YOU RUN INTO IT AND INSTA DIE(maybe i just had low hp but pls)

(+1)

Hey, now that you died to it you know. :P

You learn from experience.

(+1)

Hey,

It would be nice to support ZQSD layout. It's not really playable with forced WASD.

I'll see what I can do. In the meantime I'd recommend changing your keyboard layout before and after playing. :)

I'm an ESDF player so it's an for me as well. It would be great if you could get rebinds working. Swapping keys with PowerToys is definitely an option, but a suboptimal one.

Otherwise the game is pretty dang good, especially for something that started as a student project. I think the movement still needs tweaking but it's remarkably professional, fun, and has a great sense of style.

Tysm <3

I can't promise anything just yet but I'll try my best. :)

Update's out! You can remap controls in-game now. :)

Thanks! :D

(+1)

The game's good. I don't know what else to tell you. It good.

(+1)

Pretty difficult game, but it’s a fun time! I just really suck at it. 

The following is all based on just the 1st level, which I didn’t even beat so keep that in mind when reading the following opinions: I like the different weapons and abilities you pick up along the way, they’re pretty neat and interesting! There is a bit of resource management when it comes to these items given how limited some of their usage can be. The enemies can be a bit tricky especially when mixing them with the brutal amount of traps in each room. A part of me feels like some of these traps are a bit… cheap? But it does feel like there are ways to prepare yourself for each one so I’m a bit on the fence about them. I definitely felt like I was getting better at the game and more knowledgeable each death though, which is a great feeling. Lastly, the options menu had some nice features as well. (Thank you for having a toggle for screen shake!)

I did run into an issue where volume levels weren’t equalized. For example,the main menu’s music was louder than in-game’s music volume and some of the other menus.

Overall, I can definitely sense your passion in this game, it’s a fun time! I might come back to it when I’m looking for a rougelike to grind through! Great job on this!

(+1)

Thank you so much for your extensive review! It means a lot! :D

I've been thinking a lot about decreasing the game's difficulty (Or at least the difficulty of level 1) I 'm still very much conflicted on this but there will probably be a patch addressing this very soon.

For most people it took around 5-10 hours to complete their first run, which is definitely a lot of time to ask for and since you learn most on the first level it's where you'll be spending most of your time, which can definitely  make the sense of progress diminish. Of course I also do want people to see as much of the game as possible so striking a balance between difficulty and accessibility is a challenge.

Thank you! ^.^

what engine does this game use?

Construct 2 :)

(+1)

I really like it but damn there are so so many traps like everywhere.

Maybe make this game not extremly punishing when you melee an enemy.

Just released an update that makes the difficulty curve a bit more reasonable. :)

That should make it at least a little less punishing. ^^

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You can get soft-locked by the potion of teleport,

Besides that, the game is awesome, lots of polish. The discord statuses are a nice touch.

Thank you so much! ^.^

Could you elaborate on the soft-locking thing please?

I teleported out of the room i was fighting in (to test the potion lol) but the room i teleported out of seemed to be the only way forward. When i got back to the room, the door which locks u from exiting before killing all the bogies also blocked me from entering.

That's weird, I'll try to fix that with the next update.

Thanks for the insight! ;)

Game won't run on Linux Mint 20 Cinammon :(

(+1)

Sorry. :(

You can always try the web-release over on Newgrounds;

https://www.newgrounds.com/portal/view/854391

(+1)

Just uploaded a new build, you can try again and report back if you like. :)

ah, i must be missing something, i can't find the executable in this build

It's called "nw" on Linux and OSX

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