the controles are a bit tricky,now im not a "wasd" person but still things like the "j" button attack and "SHIFT" to dash seem a bit bizzare .but the rest of the game is ASOWME so good i failed to pronounce "awosme".......TWICE!!i hope to see this turned into a full game its potential is a HUGE .take your time into it ,this one doesent deserve to be rushed.......how many times did i just misspell a word like six tymes ?
I just came from steam after playing the demo. I can't express how excited I am to play the full game. The art style, animations, mechanics and sound design are AMAZIIIING. Anxiously waiting.
I started speedrunning the demo, and I found a bug that killed two runs already. If you kill the boss with a sword hit and a stone at once the game crashes.
Heya, thanks for the report. This is a tricky one to solve as we can't seem to get this crash ourselves. If it happens to you again, are you able to copy the crash report text and send it to us? Thanks, Dan
I played through the demo and explored as much as I could, and I gotta say, this game is very promising! I'm a big fan of the mouse main character, but beyond that, the gameplay is very fluid and the map is fun to explore. The roll was especially fun to mess around with. Even after the demo ended, I went back to see how quickly I could move through the map now that I knew my way around, and it was very satisfying.
My main issue is the lack of characters to interact with and the lack of any solid worldbuilding. It just felt kinda...lonely. And not in the spooky mysterious way, just in the "I feel like I should've seen someone by now" way. The game looks very cute, and having an interesting world to attach to would make it feel far more immersive and all the more fun to move through. (Though, I assume that's something that has been excluded from the demo but will be in the full game.)
In terms of presentation, the visuals were cute and intriguing, the music was cutesy but mildly lackluster, and the sound design is nice. And again, I'm a big fan of Tofu the mouse.
Also, just a tiny suggestion, but I think it'd be slightly more convenient for new players if the tutorials for the basic mechanics weren't tied to interacting with signs. Hollow Knight (I've done my best not to compare the two game up till now, I'm sorry) does it quite well, where at the beginning of the game, it shows you prompts for the basic controls without interrupting the gameplay.
Anyways, awesome game, I'll be looking forward to the full release!
I do have to say, I really like the game both visually and so far how it plays however:
It is a controller based game (you have to use one it seems thankfully i have a xbox controller lying around) and some of the controls are clunky, mainly the wall holding.
Basically you have the YBAX buttons, Up on the DPad, the two analog sticks (one for movement, one for panning) and LB (for map).
With the wall holding you have to hold down the left stick to "attach" onto the wall, this could be down to my inexperience with controllers, but this is really hard while also jumping and moving in a direction i.e. jumping from one wall section to another. I am not sure if there an issue with multiple inputs from a single source (i.e. me moving my stick to the left while also trying to hold it down) , the matter of Jumping blocks the input of holding onto the wall, or a serious case of skill issue (i assume this is the culprit)
There is also the case of "Respawning" - this currently costs nothing, I would assume some amount of your coins (or all) would drop to either be retrieved or lost to the pixels as such you can get yourself stuck in a sticky situation i.e. i struggled with wall climbing to get the ear ring but once i got it i just respawned and was fine
There are two things I would like to see (more of an And/Or than an And or Or tbh):
KMB Inputs
WASD Movement
well technically A and D
though W and S still be bound to Jump and Crouch as well
Space Jump
Ctrl Crouch (used for going down a level on platforms)
Q Potion
E Wall Climb
LMB attack
RMB roll
Separate input for wall holding - LT or RB/RT would work
Loved the demo and about to kick in for the Kickstarter. Out of curiosity does Tofu have a canon gender or is it similar to the fox in Tunic where it is up to the player?
Just explored the demo thoroughly and backed on Kickstarter, looks like this is exactly the type of game I want to play. Great job! One small bug I've found, respawning (dying, beating the game) with the Crimson Earring on seems to give you an extra heart container each time... Looking forward to the finished game!
Heya, thanks for playing, and thanks for the bug report (you tested it very thoroughly I see!). I've just released a new version fixing this and other bugs :)
Eyyy, hell yes! Rite's been one of my give-it-a-bash-every-now-and-then games since nabbing it on launch, PC then Switch. Thus I am very very keen to give this a whirl. Good luck with the Kickstarter campaign too. And another hell yes for local Radelaide talent, always great to see.
Aaand just gave the demo a shot, think I got most things done besides one chest I couldn't get to due to an enemy bugging out and a big section at the top which probably has to do with that chest haha. Will load it back up sometime and give that another shot though for completionist sake. And to play it again since I enjoyed meself, love the fluidity of movement and combat along with the sprite and background style. Lookin' nooooice.
Recorded a vid that's uploading onto Youtube which shooould be done shortly too so hopefully a few more eyes end up on the Kickstarter page.
And also on Tiktok so the youth get to see it too haha.
I loved the experience that it brings to the player. The design of each area teaches the player each skill very well. However, I didn't feel good about the default inputs. I am more used to playing with arrows than with WASD, so I think it would be cool to have an option for changing the control input. But in general, I really loved everything about this game and I see the true potential that this project has. Keep it up!
Took some video feedback. I hope you find it helpful!
The quick verdict is that despite some nitpicks, that I am incredibly likely to back this project when it launches and to encourage anyone of similar taste to do the same.
Yo dude! Thanks for playing through the demo! You found everything too. Well, except for one chest, but that one just has more coins in it.
Thanks for all the feedback, I'm thinking about reworking climbing so you don't fall off the sides or bottom - you'd have to jump off instead (down + jump to just fall off).
I might rework that long sequence in the crypt as others have criticised it too, or at very least add a "look ahead" feature like the binoculars in Celeste.
The full game will feature button remapping too, for both keyboard and gamepad. I personally always play gamepad, so a good default keyboard layout is not something I really have a clue about.
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the controles are a bit tricky,now im not a "wasd" person but still things like the "j" button attack and "SHIFT" to dash seem a bit bizzare .but the rest of the game is ASOWME so good i failed to pronounce "awosme".......TWICE!!i hope to see this turned into a full game its potential is a HUGE .take your time into it ,this one doesent deserve to be rushed.......how many times did i just misspell a word like six tymes ?
I just came from steam after playing the demo. I can't express how excited I am to play the full game. The art style, animations, mechanics and sound design are AMAZIIIING. Anxiously waiting.
Will there be a Mac version when it is released? It looks super fun and I love the artwork!
I started speedrunning the demo, and I found a bug that killed two runs already. If you kill the boss with a sword hit and a stone at once the game crashes.
Heya, thanks for the report. This is a tricky one to solve as we can't seem to get this crash ourselves. If it happens to you again, are you able to copy the crash report text and send it to us?
Thanks,
Dan
I played through the demo and explored as much as I could, and I gotta say, this game is very promising! I'm a big fan of the mouse main character, but beyond that, the gameplay is very fluid and the map is fun to explore. The roll was especially fun to mess around with. Even after the demo ended, I went back to see how quickly I could move through the map now that I knew my way around, and it was very satisfying.
My main issue is the lack of characters to interact with and the lack of any solid worldbuilding. It just felt kinda...lonely. And not in the spooky mysterious way, just in the "I feel like I should've seen someone by now" way. The game looks very cute, and having an interesting world to attach to would make it feel far more immersive and all the more fun to move through. (Though, I assume that's something that has been excluded from the demo but will be in the full game.)
In terms of presentation, the visuals were cute and intriguing, the music was cutesy but mildly lackluster, and the sound design is nice. And again, I'm a big fan of Tofu the mouse.
Also, just a tiny suggestion, but I think it'd be slightly more convenient for new players if the tutorials for the basic mechanics weren't tied to interacting with signs. Hollow Knight (I've done my best not to compare the two game up till now, I'm sorry) does it quite well, where at the beginning of the game, it shows you prompts for the basic controls without interrupting the gameplay.
Anyways, awesome game, I'll be looking forward to the full release!
Hey! Thanks so much for all the feedback, and the kind words! I'm glad you enjoyed the demo :)
Downloaded the game via Steam.
I do have to say, I really like the game both visually and so far how it plays however:
It is a controller based game (you have to use one it seems thankfully i have a xbox controller lying around) and some of the controls are clunky, mainly the wall holding.
Basically you have the YBAX buttons, Up on the DPad, the two analog sticks (one for movement, one for panning) and LB (for map).
With the wall holding you have to hold down the left stick to "attach" onto the wall, this could be down to my inexperience with controllers, but this is really hard while also jumping and moving in a direction i.e. jumping from one wall section to another. I am not sure if there an issue with multiple inputs from a single source (i.e. me moving my stick to the left while also trying to hold it down) , the matter of Jumping blocks the input of holding onto the wall, or a serious case of skill issue (i assume this is the culprit)
There is also the case of "Respawning" - this currently costs nothing, I would assume some amount of your coins (or all) would drop to either be retrieved or lost to the pixels as such you can get yourself stuck in a sticky situation i.e. i struggled with wall climbing to get the ear ring but once i got it i just respawned and was fine
There are two things I would like to see (more of an And/Or than an And or Or tbh):
Thank you for the feedback - interesting about the wall climbing. Did holding up on the left stick not attach you to walls?
Loved the demo and about to kick in for the Kickstarter. Out of curiosity does Tofu have a canon gender or is it similar to the fox in Tunic where it is up to the player?
Thank you! I think that I will leave that up to the player :)
Made a video
Amazing! Thank you for player <3
Really amazing demo and hope to play the full game one day
Just explored the demo thoroughly and backed on Kickstarter, looks like this is exactly the type of game I want to play. Great job! One small bug I've found, respawning (dying, beating the game) with the Crimson Earring on seems to give you an extra heart container each time... Looking forward to the finished game!
Heya, thanks for playing, and thanks for the bug report (you tested it very thoroughly I see!). I've just released a new version fixing this and other bugs :)
Nice job :) If you guys need testers for the finished product, I'd be very interested, I'm usually pretty good at breaking things...!
Eyyy, hell yes! Rite's been one of my give-it-a-bash-every-now-and-then games since nabbing it on launch, PC then Switch. Thus I am very very keen to give this a whirl. Good luck with the Kickstarter campaign too.
And another hell yes for local Radelaide talent, always great to see.
Aaand just gave the demo a shot, think I got most things done besides one chest I couldn't get to due to an enemy bugging out and a big section at the top which probably has to do with that chest haha. Will load it back up sometime and give that another shot though for completionist sake. And to play it again since I enjoyed meself, love the fluidity of movement and combat along with the sprite and background style. Lookin' nooooice.
And also on Tiktok so the youth get to see it too haha.Recorded a vid that's uploading onto Youtube which shooould be done shortly too so hopefully a few more eyes end up on the Kickstarter page.
https://www.tiktok.com/@gamebuoygames/video/7380064848719269137
Hey dude! Thanks so much for the kind words, and thanks for playing!
I loved the experience that it brings to the player. The design of each area teaches the player each skill very well. However, I didn't feel good about the default inputs. I am more used to playing with arrows than with WASD, so I think it would be cool to have an option for changing the control input. But in general, I really loved everything about this game and I see the true potential that this project has. Keep it up!
Hey! Thank you!
Yes, we plan to have key remapping in the full release :)
Thanks for the kind words!
The quick verdict is that despite some nitpicks, that I am incredibly likely to back this project when it launches and to encourage anyone of similar taste to do the same.
Yo dude! Thanks for playing through the demo! You found everything too. Well, except for one chest, but that one just has more coins in it.
Thanks for all the feedback, I'm thinking about reworking climbing so you don't fall off the sides or bottom - you'd have to jump off instead (down + jump to just fall off).
I might rework that long sequence in the crypt as others have criticised it too, or at very least add a "look ahead" feature like the binoculars in Celeste.
The full game will feature button remapping too, for both keyboard and gamepad. I personally always play gamepad, so a good default keyboard layout is not something I really have a clue about.
Thanks again for the vid!
-Dan
Just completed the Demo on Steam <3 absolute amazing work !
tight parry jumps fun puzzle in the area of the Spoo-Key.
only remarks i had is that loading the save gave a UI glitch showing a heart on Saveslot 2.
Enemies imo could do a bit more damage but thats personal flavour xD.
Thats its its absolutely amazing ! 10/10 art 10/10 gameplay.
Thank you for the feedback.
And thanks for letting me know about the UI bug, will try to track it dow
woah this looks beautiful!
Thank you!
Graphic arts
{
Beautiful 2D interface is very easy to understand without knowing the language.
}
Gameplay
{
simple controls are not very convenient, like [Q] which prohibits taking a sword or [s+space] jumping.
The complexity of the game will not let you get bored and will not burn out all your brains.
The boss battle is very interesting, fast and simple.
Treasures and artifacts are the goal of the entire game.
It’s always clear where to go, which is very good.
}
Thank you for the feedback! Aiming to have key rebinding in the full game :)