this post was submitted on 30 Dec 2023
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Neat! I'll be honest, I'm probably not the target audience for this game (I thought about it and I've never played a game like the traditional top-down Zelda titles for more than an hour or two), so I didn't expect to actually finish it, but I ended up beating it and had fun along the way! I died a fair bit (maybe a half dozen times?) on account of being a scrub, but there wasn't anything that felt unfair.
I'll echo what's already been said about making the platforming a bit more forgiving and adding some kind of indication as to the boss' health--the latter wouldn't necessarily half to be a health bar, but maybe some visual indication when certain thresholds are passed. Here are my additional suggestions:
Keep up the good work! I'm genuinely in awe of anyone who can follow through on any large project like this because I have trouble doing anything that requires more planning and perseverance than writing a few hundred lines of a Python script (and even then, I definitely don't do enough planning...). I'll have to hone my skills on some top-down adventure games so I'll be ready for the full release and not die quite so often and so pitifully.
Thanks for playing and taking the time to give such extensive feedback.
By this point I've finished all 4 of the main dungeons and balanced them around the bad enemy navigation, so I don't think that's going to be viable unless I'm willing to add a lot of dev time. Not sure if that's something I'm prepared to do, since this is already a very ambitious project for my means and skills, though it's something I'll definitely look into going forward.
I agree this would be a nice quality of life feature. Definitely something to look into for the final polishing phase.
A lot of people complained about the jumping/platforming in the early builds, haha. It turns out that there was a problem with the collision detection for pits/floor hazards that I didn't discover until fairly recently. I'm hoping this makes those sections forgiving enough that retooling a lot of the puzzle elements won't be necessary, but I guess future playtesting will determine whether that is the case.
You're not the only tester to have this problem, so that's definitely a valid concern. That's another thing to iron out when it comes time to polish. Not sure exactly how I'll handle it yet.