I enjoyed it a lot. The art was great and the style was very fun. Like an old 90s coin op.
I don’t think the pixel filter adds much more to the experience, it might be better to leave it off. The character art looks better without it.
I don’t think the physics worked that well with the coin-op experience, since when I tried to pick up the sword I just pushed it away across the floor. I think those kind of games work well with a kind of tile based gameplay. It makes AI control much easier too since either a tile is empty or not and so the AI can decide to go in to it or not. Where as with free form movement the AI can get stuck on rocks or walk in to walls etc…
Maybe a bug; the door to the cave could be walked through without opening when I played.
Yeah, I should have made the sword really heavy and with a bunch of friction,
I did not get a chance to test and tweak as much as I would have liked to,
I did not get the bomb finished until 1 hour before midnight, and added all the tutorial spawners right at the end.
It was definitely a bit more code/content than I could get done in a week, but I had a bunch of fun nonetheless.
I found it hard to get the character to rotate left or right.Maybe you could have him continue to rotate
left or right as long as the a and d buttons are pressed.
Gameplay design and level design are two separate things. When you’re doing everything yourself there’s not much time for devoting to level design. If you have a team, it can be good to get a dedicated level designer to work on that part.
I suggest putting together a few levels and publishing it on game jolt. There’s a good place for getting some playtesting and feedback (through ratings) and less serious than steam.