What is the default jump key? I pressed what seemed like every button on my keyboard and didn't find it, so I had to reconfigure my controls right away.
- Up and Enter are both jump. Enter is simply used because currently jump is also confirm.
For a game called "Rush to Adventure", the character moves surprisingly slowly at the beginning.
- Fixed for the Alpha.
I like the music, for the most part, although when the first track slows down at one point it sounds a bit weird.
- It's not 100% suitable for games. I got permission to use existing tracks from the composer but he doesn't have the original files any more, so he can't make changes.
I like the map screen. It just makes the game feel a bit different from other platformers.
- Great
It's a lot of extra work so I hope it pays off.
It would be nice if the main screen showed how many coins I have. When the Blacksmith said I needed 50, I had no idea how many more I needed to get.
- Already coded for the Alpha.
Do I need to level everything up to level 2 before I can make an attribute level 3? If so, it seems to almost defeat the purpose of giving me a choice. If I can't make the sort of character I want, what's the point?
- This was done in the Pre-Alpha to make sure the player got 2 strength, enough to equip the new sword. Won't be the same in later versions.
The sword's range felt shorter than I'm used to for platformers, but I guess I could get used to it.
- I've modified it for the Alpha. Not sure if it's enough, we'll see.
One thing that struck me as really strange was the stamina meter. At first, I thought there wasn't one. Why stars? I've never seen that symbol used to mean "stamina" or "energy".
- I thought stars was a good option for it, to match the harts. The bar has been moved to under the harts because people didn't notice it over on the other side.
I found the level-design a bit uninteresting. The levels are so straightforward and don't have any atmosphere. They seem to just exist to hold enemies. The tower wasn't quite as simple, but I absolutely hated the sprites used for it. It wasn't creepy, oppressive, or even castle-like. It just looked messy. I did kinda like the look of the forest and near-the-beach areas, though.
- The current levels are meant as early levels and meant to not be as hard. I have made a better editor now and later maps will be more interesting. The Alpha has backgrounds so the levels look much better now. The castle tiles might still get changed.
When I reopened the game, it had saved my progress but not my control changes.
- Ah, have too look into that!
The level that's just above the beach (in the area to the right of the starting point) paused a moment every few seconds. I don't think I saw stuttering in any other levels.
- That sounds strange. I have no clue what could be causing it and there's nothing special about that level.
Apart from the issues mentioned above, I think this is pretty good so far and it does feel a bit different from the other games out there.
- Thanks, different is good
And thanks for taking time to test the game and give me feedback.