I really like it! Especially how you can sort of climb up walls. I'd love some bigger, maybe more vertical levels but that might not be possible with the maker, I don't know. Lots of potential here!
It seems the double jump adds a fixed amount of momentum because when you mash the button you jump to the top of the screen. I believe you could fix it by setting momentum to a fixed amount instead of increasing that, but I'm not sure.
I just want to give credit to the dev here for their continued support of this game. This is a flash game that has evolved from being a simple timewaster (that ended after getting a dragon baby) to something with enough content and variety and charm to be a full-blown (priced) indie title. This is what happens when a dev really cares about their game and actually listens to their community, which is fantastic.
So credit to you, please have a good life and please make many more games we can all enjoy.
Now the criticism:
I think it's sad the down arrow doesn't work anymore. It's nice to be able to play with one hand.
Why aren't the secondary controls (AWDK) explained in the tutorial?
You can't skip cutscenes. This gives me PTSD from FFX, and it's just a minor inconvenience but it's still irritating.
ESC makes you lose progress. The only way to pause the game without losing progress is clicking out of focus, and that's bad.
It's not properly explained how to actually beat the boss. I figured out how to beat him as I was falling to my death, and even though I had basically already won, I was required to do the entire level again. I'd make it impossible to fall to your death, but that's up to you.
I'm just gonna assume the pages have to do with the Underworld.
Once again I want to stress that this is in fact a great game, and most of these complaints are quality of life that don't ruin the game and nothing is game-breaking.
Thanks for playing, and the feedback :) I'm looking into the ui bug. The control explanation is a simple addition, I think I'll patch that in soon. I also think I will make the dialog skippable like zelda games (press button: all text displays, press button: next text, press button: all of the next text is displayed). This way you can skip through the cutscenes quickly. A pause button is not something I previously thought about, so I will consider it. As for the boss, not being able to fall introduces a couple of extra design challenges, so I'll think about it, but there are more urgent things to fix first. Anyway, thanks again :)
So this is gonna be a two-parter, it was too big.
I love this game.
I like the quality of life changes, like throwing your hat mid-air and not having to stop as long to throw your hat. The game has a lot more variation between levels and obviously the bossfight is great. The level select is just lovely and the animations are all even better. I love the music, it actually reminds me of RotMG. I love the semi-ragdoll enemies.
I think it's great you're interacting with the players, and even adding something as major as a level select based on requests.
So, that was the good, now comes the bad. First the bugs:
When entering a cutscene while jumping and holding either left or right, you keep moving in that direction without an animation, often getting you killed.
When the game is out of focus, it mutes.
When entering a level from level select, the UI fails to load properly.
I have sent a bug report explaining these bugs more in depth, but I just thought I'd place them here too.
I came here because of Aground and I have to say I wasn't dissapointed. I truly enjoyed myself while playing this game. I do have a couple suggestions though:
1. Add something along the lines of levels, maybe even bosses to make it less repetitive (also endings, true ending for gaining 1000000 gold)
2. Add clear stats to show what upgrades specifically change and how effective they are
3. Make firepower affect the forward breath
4. Make the bombs unable to kill you with their life-threatening balloons, have them fall down to the ground when you hit the balloons instead of the bombs and make the bombs unable to kill you in the afterlife (remove the hitbox behind the actual bomb)
5. Add configurable settings
6. Make the achievements visible. Every so often a message popped up on the top left telling me I earned an achievement, but when I decided to go for the 100% on this game I couldn't see what I needed to get to achieve everything.
(also I beat the devs on both highscores hehe)
Glad you like it, I'm not sure about the vertical levels but I would love to try that in future levels, or else make another game with that concept