The rate of lava rising is inconsistent. If I launch poorly, the lava rise slowly. If I launch perfectly, it catches to me quickly. Shouldn't it be the opposite?
Had to rage quit on Level 4 due to control. Fix them or just rid of the level, would prefer the latter. When designing platformers, remember we're using a keyboard NOT a controller.
It's not spamming, but how the characters pulls off the combos and moves as if this was a controller-based games. So, the computer/AI does the moves faster as if the player could do the same, but can't. Many games, especially racing ones, have this problem.
Also, the hit detection is off. I just played Luemas where I did his hyper move and Iglor just kept on coming. It actually froze/paused at that moment and you could see that it should have made contact, but didn't
The timing of button pushes needs more leeway. I'm in challenge with Amea and trying, trying and trying to do lightning strike, only to have it switch to her special hyper move. Take into account we're using a keyboard and not a controller, so there will be some delay in button pushing when doing special moves and combos. Also, characters should be slowed to take this into account as well.
Yup, as in every fighting game you have to have your cheeser. Zombie Iglor with his piledriver and Amea with spells, OVER AND OVER AND OVER AGAIN.
It reminds me why I stop playing fighting games 15 years ago. Fireball, uppercut, fireball, uppercut, fireball, uppercut, etc, etc, etc. sigh
Also, hit detection needs work. I hit Iglor, using Dragon Boy, with my dragon's fire ball a few times and he didn't even slow down. He didn't even have flames on him
I think you need rubber balls instead of steel ones as the sever lack of bounce makes it tedious to clear a level. I can't even clear level 1 as balls just bounce in place or move WAAYYYYYY to slow.
I don't get how you can have a "solution" as it seems totally random. I placed bombs in the same place three different times and had different results each time. One of them a success.
Looked like a good game, but as with most platforms here, it forgets we're using a keyboard, NOT a controller and many people can't react as quickly as needed.
The movers need to change from dragging and pushing to carrying. First, it shows it on the darn intro screen. Second, there are times when a design didn't work, but when I give a second chance, it does works all because the mover didn't do something, such as flip dresser.
There's a bug in level 3 of the hut one. Exiting the game and coming back to it causes several glitches. Only rope is available on the selector on the right side but hot key for wood works, power ups are either blacked out and unavailable for purchased and if previously purchased prior to exit the level are unavailable.
The control need A LOT OF WORK. It should be switched to controlling the actual plane, but the targeter. Where the plane goes, so goes the targter, not the other way around. It's hard to control and I find myself doing loops out of nowhere.
Also, it needs a wider flying field. Dogfights need to be more than loop after loop and luck.
the mouse controls are easy. Just tell the plane where to fly with cursor and it will follow it If it is possible. Or if you have hard times with mouse controls, just switch to keyboard controls in main menu.
If you're going to have the umbrella zombies being invulnerable, make them land further away from the barrier. It's BS to have them land so close given the damage they can do.
Are you talking about poison or you cant jump on platform in right down part of the screen?