I've gotten up to Sharpened Sticks
again, and another veritable list of feedback to go along with it; since I'm writing them down individually as I come across them, they'll be listed sequentially. It's pretty clear that no one supposedly "following" this thread has touched this demo yet, because otherwise someone should have mentioned this first point on my buglist.BUGS
It appears you left something out of this release, since I was greeted with this error upon startup. Mashing "Ignore" seems to fix it.
-Occasionally, loot may become trapped in a corner wall
. Jack can enter this miniscule space by falling forward into the wall, but not running against it.
-On Easy Mode, beating certain levels will trigger the autosave for the level ahead of it, as well
. Two flashing "SAVE" icons will appear, and beating the subsequent stage will not trigger another save, forcing me to replay that stage if I Game Over or reset the game. This happens during the following stages:
- Training Grounds triggers the autosave for First Tree
- Doggy Paddle triggers the autosave for Riverbank Stomp
- Activation triggers the autosave for Slightly Bumpy
-When the enclosed mushroom enemy in Lion's Den
is killed, its loot explodes through the terrain
. Not sure if intentional.
-The rapid jump/land glitch from last demo is back
, but this time I found that you can replicate it Onwards & Upwards
. Simply walk into this gap here:
-The cat enemy can become trapped in midair
if blocked mid-pounce with a Shield power.
-In the obelisk levels, the drill demons on isolated platforms will turn around prematurely and jiggle when they reach the left ledge
, making their patrol patterns unpredictable and virtually impossible to avoid.
-Scrolling the screen up and down is a great addition, but doing so on Riverbank Stomp causes the screen to lock in place
, preventing the current from pushing you past its border even if there's space beyond.FEEDBACK
-When running from one screen to another mid-level, Jack will stop moving
, requiring me to release and press the arrow key again to continue forward. This is a very minor point.
-The new mid-level Shield tutorial is very clever and charming. It'd be great to have that kind of signposting for Bullet
, to teach the player about diagonal shooting. A single, otherwise-untouchable enemy would do.
-Aaw, you removed the farm-able cactus in Seismic Activity.
Oh, well. Easy difficulty, it is.
-Onward and Upward is WAY too long
, considering how much of it is single-tile platforming while under fire and over bottomless abyss.
-In Room With A View
, having bullet moths shooting at you the instant you spawn into the level and the instant you exit the miniboss room is pretty obnoxious.
In general, bullet moths appear far too often
, and in excessive force. Given that they are the only enemy with homing projectiles, they should be used more sparingly. Much like Akuma's Air Hadouken, this is not something the game's movement was meant to handle, and makes them much more harrowing than an ordinary enemy should be. Meeting a bullet moth during a vertical climbing section is a miserable affair, as tracking both the homing bullet and the fly's movement while navigating single-tile platforms is nearly impossible. The Oil Man wall-crawlers are a similar affair, but at least they move around slower.
-Drill demons on narrow platforms are impossible to bypass
. As I noted in the Bugs section, they tend to turn around prematurely (before reaching the right edge of the platform) and get stuck jiggling around on the left side, so that there's never enough time to land on their platform, then jump over them without taking damage; even if I do, they patrol so fast I end up getting hit on their return trip. I realize you're trying to set up a power trip once the player gets the soul that's able to hurt them, but if that's the case, don't put them all over the place in the critical path before it's available.
-I'm still not a fan of the new Bomb + Laser animation.
The effect is neat, but it looks like summoning pillars of Jell-O instead of a trail of explosions. A small explosion animation beneath each pillar would go a long way.
, it's aggravating that no matter how quickly you move forward, the Kero-robot will rubber-band forward to keep you in center screen
, essentially limiting you to 25% of the entire window with which to react to the single-tile platforming. Just treat it like Let's Run!
, and present the player with a constant, fair scrolling speed, letting them get up to the left side of the screen if they're good enough.
-There is a visual miscommunication on barriers pictured below.
They are impassable, but appear on the same plane as background objects. The only clue is their thickness, which is not consistent with the rest of the game. -The solidity of the circular wooden stumps (those with the wooden whorls facing the camera) is inconsistent.
In Machine Gun Foliage
, Jack can jump through them from below, but not in Sharpened Sticks
That's all for now. This update is a great improvement, and I can't wait to see more!