Jordo! You've done it again, haven't you! I LOVE the aesthetic and concept of this game, totally sick. I did have a tiny bit of trouble knowing which head I was at first, and also It was hard to keep track of how much damage I'd done to the enemy. both of those could be fixed with like, me vs them hp bars/hearts on each side, corresponding to our heads. I also think maybe overhauling the action UI on the top would be good, like making it a bar with different symbols on it, with lengths that accurately reflect how long the cursor/selector stays there. While we're at it, I think a cool feature to implement if this ever gets polished up (or possibly in the supposed sequel you mentioned) if the order and/or length of the different actions was random each time. Maybe that makes it less fun, I do tend to veer towards the random, but I think it'd be worth a shot!
All great points! I did consider overhauling and expanding the UI and randomizing the order (I even thought about having icons swap during play, but that seemed too mean for what is essentially a first stage), and only settled on the current version to keep it doable within the time constraints and my skill level. We're definitely on the same page, I'd love to try implementing those features in future iterations. Thanks for the feedback!
Hey Jordan! Can I first point out that I adore the concept, and the art style you used for the dragons! Bit of feedback would be that I was a bit confused as to which dragon I'm playing initially, but assuming the answer would be "both". And the random cycling of the actions could be a tad smoother so I could have an easier time pressing the button to select an action. But the roulette feel is great, and the reactions are very cute! Good work!
I was hoping the staging of the heads in the composition would be enough to communicate which of them you're playing as, but you're right, it could use a lot more clarification. I'll see if I can smooth over the cursor transition from icon to icon and the input detection in a future version (I'm glad you pointed out the input problem because I was wondering whether it was exclusive to my computer. I'll try to get it patched up). Thanks for playing!
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Jordo! You've done it again, haven't you! I LOVE the aesthetic and concept of this game, totally sick. I did have a tiny bit of trouble knowing which head I was at first, and also It was hard to keep track of how much damage I'd done to the enemy. both of those could be fixed with like, me vs them hp bars/hearts on each side, corresponding to our heads. I also think maybe overhauling the action UI on the top would be good, like making it a bar with different symbols on it, with lengths that accurately reflect how long the cursor/selector stays there. While we're at it, I think a cool feature to implement if this ever gets polished up (or possibly in the supposed sequel you mentioned) if the order and/or length of the different actions was random each time. Maybe that makes it less fun, I do tend to veer towards the random, but I think it'd be worth a shot!
All great points! I did consider overhauling and expanding the UI and randomizing the order (I even thought about having icons swap during play, but that seemed too mean for what is essentially a first stage), and only settled on the current version to keep it doable within the time constraints and my skill level. We're definitely on the same page, I'd love to try implementing those features in future iterations. Thanks for the feedback!
Hey Jordan! Can I first point out that I adore the concept, and the art style you used for the dragons!
Bit of feedback would be that I was a bit confused as to which dragon I'm playing initially, but assuming the answer would be "both". And the random cycling of the actions could be a tad smoother so I could have an easier time pressing the button to select an action.
But the roulette feel is great, and the reactions are very cute!
Good work!
I was hoping the staging of the heads in the composition would be enough to communicate which of them you're playing as, but you're right, it could use a lot more clarification. I'll see if I can smooth over the cursor transition from icon to icon and the input detection in a future version (I'm glad you pointed out the input problem because I was wondering whether it was exclusive to my computer. I'll try to get it patched up). Thanks for playing!