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I love the art style. The creepy slowed down music definitely contributes to the overall mood. I found the game to be fairly easy to play, although I think the scissors were way too fast. They just cut into you too quickly. Overall, cool game.

I think you did a really great job executing pretty much everything you mentioned in your original concept pitch. The UI, art, and music blend well and you have managed to create some very memorable gameplay experiences (the scissors *dun dun dun*). I like the power-ups you added and think the sword swinging is nice. I personally struggled to make the shielding mechanic consistently work for me but that could also just be my lack of playthroughs. Maybe if the first level was a bit more forgiving that would allow player more time to familiarize themselves with the mechanics. Since you have to get into melee range to attack it's easy to bump into demons and hit an instant loose state. 

Playtester Name: Chang

Developer Name(s): Daniel

Playtest Date : 10/6/2020

What were your favorite moments of the game?

I really enjoyed the challenge. The scissors really scared me -- in a good way. 

Where do you see room for improvement?

The scissors are really great, but I think many players would be frustrated by this.

Giving a hint to avoid the scissors in the second stage will be great. Instead of giving a hint, it would be nice to come out from the other side, too.

When did you stop playing and why?

When the first game was over, I didn't know why I died. Because I didn’t know enemy projectiles could cut my cable. I thought it was a great idea. It gives me more challenge. Also, the concept hanging in the air by the cable and cutting rope mechanics goes well together.

Was there anything related to the interface or controls that was hard

to understand?

The controls were clearly explained. The item icon is also clearly drawn. I immediately noticed that after I ate the item and the attack distance was getting further. I could understand Wing and Heart right away, too.

Was there anything related to the mechanics that was hard to understand?

It's hard to predict the moment from stage 1 to stage 2. Is it not related to the number of enemies raminning?

Was there anything related to the art, or sound that was hard to understand?

I didn’t hear any sounds. I think it would be nice to hear musical music, of course.


The theming for this is really novel; I just love the concept of a broadway-based shoot em up, and I think you did a great job with the aesthetics and sound design (where did for find the first song, anyway? It fits perfectly). The menu is also really nicely done, and I appreciate that you put a how to play thing in! You mentioned in the feedback for my game that I should have, and I definitely agree! I think it’s a really important step to help the games feel more complete, and I really want to start putting that in going forward. Another random thing, telegraphing how far your sword swings with the arrow is really helpful, and also added to making it feel like a well thought out game.

I also really like that you put upgrades into the game! I don’t think I’ve seen that in any of our games so far, but I was surprised at how much more compelling it made the gameplay--I kept wanting to get a little bit faster (the slow speed you start at, which I thought was frustrating until the upgrades started showing up, is a nice choice for this by the way; I think it really helps add to the upgrades and make them feel actually tangible). 

I think my biggest criticism is the balance--I found the clippers especially way too hard to dodge, especially compared to the devils which were fairly trivial--but considering the time constraints I think that’s totally understandable. Other main thing is I’d have really appreciated alternate controls, not just the arrow keys; I find them so awkward to use! 

In all though I really liked it!

Playtester Name: Connor

Developer Name(s): Daniel

Playtest Date : 10/7/20

What were your favorite moments of the game?

Powering up! Getting 3+ upgrades to movement or attack starts to feel good!

Where do you see room for improvement?

Balance. I never made it past act II because the clipper mechanic, while cool, is overly punishing. Perhaps giving players a timer so there is a chance to react, or lower it's damage.

When did you stop playing and why?

Act II. What kept happening to me was that there were enemies on the right hand side I couldn't contest because my move speed was too slow to get in range to attack them before the clippers one hit me.

Was there anything related to the interface or controls that was hard

to understand?

Very clear, easy to understand, fun to engage with.

Was there anything related to the mechanics that was hard to understand?

The projectile blocking seemed very inconsistent. Although the tip suggests I try it, I found that I was much better off dodging the attacks.

Was there anything related to the art, or sound that was hard to understand?

Crisp sounds. Consistent style. Enjoyable to look at.

Do you have any other feedback that you would like the designer to hear?
I think the base attack could stand to have it's range increased. I found that often before my first attack power up I would take damage from the enemy I killed simply because I had to be so close to hit them that if there was any moment I got tapped.
I think the systems you have here are fun, and engaging. If you balance them a little more this could easily be fun repeat play.

This concept was really well executed, the art and enemy design theme are super coherent. But man it is difficult! hahaha After a good amount of tries I still couldn't get past the second act. I would recommend some warning text for the incoming Clipper. I think there is a small bug with the normal enemies where I would get OHKO'd seemingly out of nowhere. As for the mechanics, I think the movement went along well with the visuals, being tied back on the y-axis. The power-ups were also a really nice touch, it felt good to be freed from the default speed. Again, I couldn't get past the second act so I couldn't see any more potential emotions. Overall great job though!! 

update: realized what I thought was a bug was actually a clever detail of the cord being an OHKO hit. I take it back nice job again!