Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
@dev
I hope you don't plan of holding the double jump back for too long. A lot of the frustration comes from not having enough tools to correct yourself mid air. The paint pogo (down) move also feels really bad to use because you just drop onto the enemy and take damage. It should give you airtime when hitting enemies or corruption.
Anyway, huge congrats to the devs. You've made something really cool here. Wishing you all the best and looking forward to the full release!
there will be a seperate true pogo ability in the game and another aerial control ability BESIDES even a classic double jump haha! :)
Having enemies that move across all of the X-Y axis without being able to slash up or down was immensely frustrating for this sort of game.
Its like if Samus couldn't aim up in Metroid but you had to kill ceiling enemies. The timing on the Corruption Respawn felt maybe 1-2 seconds to short, it felt frantic to be able to remove them and still have enough time to land on a platform to be able to jump again.
I also love the art and style of the game and appreciate having another solid/polished-ish game in this genre. Keep up the good work! Fine tune in those details and its an immediate buy for me!