This has been a marvelous piece of work! Having seen its beginnings with the original Raadd runner, it's come a long ways towards getting even better. The Unity engine has clearly overcome every memory and crash error I ever used to have. And Tritrium's animations have been really nailed that sexy niche of monster-girl voreness!
It's very apparent that your team is constantly analyzing game play and finding clever ways to ease really difficult situations. The current Miku's are SO much more interesting to deal with than they used to be. They had predictable leek spreads before, but they were very fast and could hit you on their way up, and I spent most of my time so confused that I just tried to learn how to play with the controls backwards, hehe. Now, however, the random leek spread, along with the fact that they only confuse you after they start raining back down, have made Miku's a lot more fun to encounter, even en masse. You've all also made once-negligible threats real adversaries, such as the unbirthing demon maids (my favorites!). Used to be, they'd just hop straight up and down and only provide a threat if you just REALLY wanted to spring up into their vaginas. (I, um.. did. Frequently!) A long while back, they suddenly gained an awareness of the world and would leap smartly to try to intercept you. I'm glad to see that they still have their new edge in the Unity. Their dynamic works well in the current Plains biome alongside the Miku's.
MhiDhi68 wrote:I tried it, but stil that very anoying sharp sound when you fall in a pit. Best way to solve this is to remove all those very irritating pits. A two for the price of one solution that would be. Ghost girl does not attack at all, same for the swamp girl with the tentacle. I still have not been able to confront a boss at all. That being said, for now I put this game aside as long as there's no change I would so gladly be done
I know a lot of people have had frustrations with pits, but they're a staple part of almost any platformer game. I really feel that they need to be there. That said, I know that there's nothing more frustrating than to be having a really great run, having been caught many times, narrowly avoided digestion almost as many, collected powerups and heals to hold together through that next unbirthing just a little longer... and then you slip slightly and game-over pit yourself. Maybe instead of pits being a source of contention, they can be a great opportunity: an "unknown predator" lurks down there ready to swallow you at any moment, as we already know. Perhaps a minigame played out like one of any of the other monster girls that catch you? Escape could mean springboarding off of her tongue and back up out of the pit? Or, if your ambitions rival my dreams, she swallows you and takes you to a special biome: a massive digestive tract which is much harder than regular biomes, with the goal being to reach the end before being digested (or an unbirthing that has you running to escape a warm, wet womb) so that you can resume where you slipped up into the pit if you escape. The whole experience would certainly be undesireable enough (gamewise at least) to keep players from wanting to fall into a pit, but gives them a long-shot fighting chance and adds elements of "interesting" to the ever-growing lore of your world. Understandably that last bit would be a ton of work, but would be pervasive enough through the game that it wouldn't be for a rare case.
Oh, also, Ghost girls do attack. They passively fly around you to distract you while they size up how tasty you look, then will turn red for a sudden strike-and-gulp. Sometimes they'll split into many and orbit you just before they strike, to make you extra nervous, hehe.
I never had a problem with plant girls not attacking me. They eat me right up.
Bosses are hard to reach, as they should be. It just takes a little practice, knowing enemies' capabilities... and maybe the pit idea? =)
The only game-breaking bug I've encountered so far was with a mermaid boss. It never spawned my character for her biome and I just watched as the whole scene rolled by. Time expired, harpies kept on flying. Tinies kept on falling to their doom. The mermaid just kept waving from the water with nothing to attack. I let it run so long that the ocean (which, when I'm not staring at the cute mermaid, I can see looks beautiful, btw!) rolled entirely on by and off the screen, leaving just a sea of grey, hehe.
I can't wait to see what you all do next. The skill trees look enticing, and I'm looking forward to a return of the Rune system and Garden.
Possible suggetion: Many of the buffs and debuffs affect your various resistances.. and I remember the Runes having many similar modifiers. Might it be better, instead of using buff icons, to display current resistance numbers in a small UI element somewhere near the edge of the screen or near the health bar, color coded to be green numbers if more resistant or red numbers if less? I mention that just in case that helps show resistances with more long-term Runes in effect (if the intent is still that Runes can operate on resistances?) It would also leave the buff-icon area free to show status effects such as "Confused" or "Shrunk" and anything else you invent in the future as well, without bogging down with many, many icons.
That's enough out of me for now. Have fun, everyone! I'm going to go play the game some more =)