I know it's asking a lot, but is it possible to allow the player to set their own keys? I HATE using 'space' to jump when there's a perfectly good 'up' key right there. And CBrain was right, jumping is still sort of off, making landing on 1-block-wide platforms way more difficult than it should be.
I have added Up arrow key to jump (for now). Coin pick up sound changed. I don't know what to do more with jumping. When in air please user arrow keys to control hero and land on platform.
I might just be REALLY stupid, but I can't figure out the jetpack as the man. I mean, it'll fire when I r-click, but I don''t move upwards at all. The only exception is when I'm in water, the pack will lift me right back out onto land, but no further. Otherwise, legit game here. Pretty solid
Yeah, I'd be way more suspicious of that treasure instead of the picture. Some mysterious force wanted out of there so badly, it moved STARS into the code configuration and then made the telescope unable to point anywhere except that region of sky. Yup, pretty sure there's some grade A evil hidden among all that gold....
There's no way this'll get implemented given this game is 7 1/2 years old, but, it'd be REALLY nice to help fill in that massive gap between $550 to $5000 with a few badly needed upgrades/unlockables. For $750, "refill'
lets you refill you coffee stock during the day (maybe at $4/bean instead of $3) so no one dies because you ran out. For $1000, 'critical click' that does 4x damage to enemies per click. For $1500, 'vacuum arrow' triples the pickup radius for articles. And finally, for $2000, 'happy worker' lets you click an employee sprite which will pay AND caffeinate that employee ( so you don't have to click those tiny speech bubbles). I dunno, just throwing stuff out there.
So, at first, I had every intention of leaving a comment whining about how hard this game is. But, a quick glance at the comments reminded me that the only choices in difficulty were 'hard' and 'very hard' I knew full well what I was getting myself into with a choice like that. Soooo, I guess what I'm saying here is that the game doesn't suck - I do, apparently!
"It's a philosophical matter, and philosophy is basically crapping some crap together to make up a less crappy chunk of crap.." Truer words were never spoken...:) On a more serious note, please PLEASE don't EVER do that yellow-text-on-white-background thing again. I know character speech being the same color they are is kind of your theme for this series, but, it was absolute hell trying to read that. Oh, and one more thing, the thunder sound when the boss fires; it doesn't stop after any of the times he is defeated. I've got Cloaked standing on a certain beach right now and the thunder is still playing
Hm, that thunder thing must be a one-time glitch, you’ll probably not encounter it if you play again... anyway, thanks for your comment, glad you decided to play the game and leave a comment :D
A few things to consider (2/2):
5. The game is named CraftyMan; for a game with that name, I expected a much wider array of items to craft. I assume you'll be adding more items in the future since this was only a demo, but if not, you might consider that. Speaking of which, 6. This is a demo. You might want to put that in your description or your title; some players WILL downvote your game when you're not upfront about that. I hope you'll take these criticisms to heart and not take offense at them. I'd love to see what you do with this since I do have a soft spot for this kind of zeldaesque exploration-type game. Good luck!
A few things to consider (1/2):
1. In your inventory menu, the descriptions for some of the items are obscured by the black text. 2. Pacing seems a bit slow. Slow walking speed plus enemies scattered kind of sparsely equals much of the game spent waiting on your guy to get from one place to another. Walking speed needs to be upped READ bad. 3. UI is kind of clunky. Perhaps you could allow the player to set an item to a number key so that it can be equipped with a single key instead of 'click menu, click item, click equip' each time you want to switch. (You can keep the action keys as you have them, this suggestion is to save time/clicks switching items.) 4. It really sucks having an item run out of durability while using it. If its possible, maybe you could have the display over an equipped item show x/y where x is the current durability and y is the # of the item you have in invo. That way, you can see at a glance if you've got another of that item ready when this one runs out.
Thx for the comments. First bigger game i have made. Going to fix more stuff and have better directions to play. posted to get feedback like this. craft multiple swords, bows or shields and it will auto equip the next one, until you run out.
EDIT: This is awful for 2017...I checked out some of the older comments: apparently this game was considered top-shelf stuff ten years ago. Still, stick to the sequels, heh
So I'm looking for something to play and I come across this.."What! A bubble tanks game I haven't got the badges for? Let's fix that right now!" 45 minutes later and now I see WHY I didn't have this badge. This is awful! Do yourself a favor and play BT2 or 3 instead. I mean, you know, unless you LIKE manual clicking and cheap enemy shots and all...
In case this helps anyone,, one of the puzzles (the one with 11 lettered buttons) has "L" as a choice twice on each button. If you put the code in and it doesn't work, try the other "L"
This really could have done with allowing WASD in addition to arrow keys. Since you have to click on menus and tutorial screens with the mouse, it would seem more natural to have one hand on wasd and one on the mouse. Or maybe that's just me...
Holy hell, this is difficult...I love it! And although the music is very fitting for a game set in a icy, craggy mountain, after 45 mins or so, needed to mute the game with no way to do so. The recessed sawblades felt a little cheap at times, but other than that, VERY nice work here.
Very interesting concept you've got here. I found the menus a bit confusing to navigate at first, but it didn't take too long to figure it out, so I guess that's ok. There were a few typos which I'll give a pass on, since I think English may no be your first language. Enemy AI can seem a bit off sometimes; an enemy can run into my line of fire, I start popping him, and he will continue trying to run forward instead of firing back or retreating. That happens occasionally (maybe one out of 10-15 enemies), but I don't think you meant that to happen at all. There is a bug where sometimes you can't use equipment despite having the level for it (I submitted a bug report so you can see what I mean). Hope I don't sound too critical here.
Absolutely, thank you, it really helps me a lot and yeah I'm spanish, english is not my first language, I'll definitely do something to improve the Enemies AI, i just thought maybe the AI would be too OP if they were always perfectly aiming at you, so i added something to make them think twice before shooting at someone and i don't know what equipment are you trying tell, is it the knife or the loot bags? but anyway i absolutely appreciate the feedback.
Good game, but, I wonder if the boss fights got nerfed recently. Played this about a week ago and just BARELY scraped by Mitch (after 4 tries!). Came back to try again today and pretty much steamrolled through Mitch and the rest of the game...
I have added Up arrow key to jump (for now). Coin pick up sound changed. I don't know what to do more with jumping. When in air please user arrow keys to control hero and land on platform.