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aweseome. Most of these are on my list already.
but the feedback helps a lot.

As Always appreciate the feedback.

  • Ice attacks: Frozen enemies could shatter when attacked when frozen. That would be so satisfying
  • Stomp attack: Make stomp attacks feel more powerful somehow. Add some dust animation or something maybe?
  • Attack mechanic: Suggestion - spamming the attack button while starting to hold the joystick in the opposite direction should change the player facing direction when the attack sequence has ended. Currently you need to stop spamming the button and turn around before you can continue spamming the button.

you got it 👍and oh! I now notice I didn't post the last part of my suggestions list. Here it is:

  • Attack speeds: The attack speed the player gets with "Fast Potion" should be the default attack speed in my opinion. Makes the game feels so much more responsive.
  • Attack speeds: Especially clubs and maces feel SO slow in the chargeup. I realize they are bigger weapons and that it makes sense from that perspective, but itstill feels really slow and clunky to use them. Spears feel better in this regard.

bugs:

  • Go button issue: Scene gets stuck when tabbing out of the game. When tabbing out and back into game, it is not possible to proceed (Go arrow shows, but camera doesn't move)
  • Go button issue: In Goblin Forest the scene gets stuck after the first two enemies has been defeated and the Go arrow shows. The camera doesn't proceed.
  • Go button issue: This happens randomly too. Tried starting a fresh game, and it froze immediately. Go icon shows, can't proceed.
  • Go button issue: Conclusion: It always happens when tabbing out. It also randomly happens for no particular reason, often at the beginning of stages.
  • Special Item: One occurrence of healing potion was selected but using it caused a scroll attack to get executed and consumed.
  • Ice attacks: Enemies that are frozen in place still turn towards the player when the player moves from one side to the other
  • Barrels in Goblin forest disappear completely when hit, instead of showing the destroyed barrel sprite.
  • Hitboxes: Used firestorm in front of a horde of enemies. None were harmed. Make its area of attack larger?
  • Bonus Tombs: In Graveyard the first tomb I encountered was entered and exited immediately without me being able to do anything in there. And I couldn't re-enter it.
  • Holy Nova Attack made no damage to a large cluster of enemies in Graveyard. Second attempt made a little damage, but not much. Should be much more powerful against undead (and probably have a lot more splash damage)
  • Fire scroll: One occurrence of Fire scroll was intentionally spent. The scroll was consumed but the attack was not executed.

suggestions:

  • Smoother camera movement: When the player moves, the camera starts and stops abruptly. This makes the game feel choppy. I suggest adding a smoothing curve to the start and stop of camera movement so that it isn't so obvious when the camera starts and stops moving.
  • Add a Pause menu with the option to Quit to Main Menu. Currently I have to ctrl + alt + delete out of the game when I want/need to restart it
  • Hitboxes: Make hitboxes more forgiving when offset from enemy: The slightest offset from enemy position causes many attacks to miss. I think the game would be more enjoyable if it was more forgiving in this regard. I put particular emphasis on this suggestion when it comes to special attacks and weapon attacks.
  • Hitboxes for special attacks: Sometimes scroll attacks deals no or almost no damage because of the same issue with enemy offset. Even if you're executing the attack right in front of a cluster of enemies
  • Player Movement: Make it possible to jump while running
  • Player Movement: Make it possible to change direction while jumping
  • Enemy Movement: The large goblins in Goblin Forest are too quick to react to the player. For instance when I jump or move to the other side of a large goblins it turns towards me immediately with no delay. Make them a bit slower to reward the player for being quick.
  • Enemy Movement: The chef is way too quick. I suggest applying the same principle as suggested above.
  • Add skip option button for dialogues
  • One button press should be enough to skip to the next dialog. Currently it is one button press to complete the sentence, then another button press to skip to the next.
  • Make it possible to move while in the air

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I have several video recordings of the testing sessions too, but I'm too lazy to put it together. If you need to see something specific that I'm mentioning here, it should be possible for me to find it. If so, do let me know