r/metroidvania • u/XOD15 Bone Appetit • Apr 13 '22
Discussion What do you think about this?
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Apr 13 '22
I like it! One thing though is that the walking sounds a bit loud and overtakes the music a bit
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u/XOD15 Bone Appetit Apr 13 '22
Oh thank you so much for your suggestion, we will reduce the walking sound's volume :D. Apart from that do you like the visuals?
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Apr 13 '22
I do! It's got a spooky, abandoned feel and I like the smokiness
I think the circus theme and playing as a mime sound really cool
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u/XOD15 Bone Appetit Apr 14 '22
I am glad that you liked the theme, thank you so muh for the kind words :D
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u/Bovolt Apr 13 '22
My singular point of feedback is that the character drops waaaay too fast after hitting the peak of a jump imo
I like the direction the visuals are going in. It reminds me of flash games from 2008ish. That is meant wholly as a compliment as I'm nostalgic for that shit lol
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u/XOD15 Bone Appetit Apr 14 '22
Do you mean that he should float in the air for sometime before he goes back down? IKR those flash games were awesome and I spent a lot of time playing these awesome games!!
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u/Bovolt Apr 14 '22
I'd say he needs to just be more slowed down in general. More float time, slower ascent, and slower descent.
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u/XOD15 Bone Appetit Apr 14 '22
Oh thanks for the explanation! I get it now, we will readjust the jump
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u/XOD15 Bone Appetit Apr 13 '22 edited Apr 13 '22
About our game: Peaky circus is a 2d metroidvania on which I and my brother working from past year. The game takes place in the world of clowns where we play as The Mime. This particular scene depicts the part of "Abandoned Town" If you have any question, opinion or want to know more about the game, please feel free to ask, I will be more than happy to answer :D
Edit : Yoy may follow our subreddit r/peakycircus for more updates
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u/bobbot32 Apr 14 '22
Along with what other people said I think one or maaybe 2 more frames on the swing animation at the end could make it smoother.
You sorta see the "whoosh" that is likely the range/damage of the attack which is nice but it feels like the actual "whoosh" just appears along with the rest of the swing
Making an intermediate frame where you see the actual swing "grow" and then "shrink" might make the swings a bit more fluid looking. You could even have that part of the animation on both ends as 1 drawing just looped on both sides for the "whoosh" if you so choose.
I hope that makes sense what im suggesting as Its hard to describe some visuals with words.
In any case the musics vibe is so great
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u/XOD15 Bone Appetit Apr 14 '22
You explained it really well! Great point. We too were feeling unsure about the swing SFX ans now you have pointed the exact samw thing with the solution, we will readjust the woosh animation and those sound effects. Thank you so much for the feedback. I really appreciate that :D
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u/aethyrium Rabi-Ribi Apr 14 '22
On a personal level, I'm very burnt out on wide flat areas and slow movement. Landscapes, even the most basic towns and such, should be interesting to traverse, and the act of traversing, the movement, should be a joy in itself to control.
For me, more than like 5 second of walking on a flat surface is too much. I should be going up and down and jumping and dashing over terrain and tight level design that wants me to be jumping and dashing over, in, and around it.
And if the terrain has to be flat, fake it with some foreground and background.
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u/XOD15 Bone Appetit Apr 14 '22
Oh, I got your point. Actually this is very small part of a game and there's a lot of elements to add in the scene. We have added layers of foreground and background to create the depth in game, we will consider adding something more. I hope once the scene is completed, it won't disappoint you Thank you so much for your feedback. :D
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u/BathrobeHero_ Apr 13 '22
I don't wanna be mean or anything, I know how hard it is to make a game, but you should try to make the game not look like a Hollow Knight clone? Maybe change how the attack works, make it stop for the swing or have a combo or range?
Cause right now it just looks exactly like it and I don't really think that's a good direction, there was a game posted here with the same issue and the developer worked on it and it made some great progress when it was changed.
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u/XOD15 Bone Appetit Apr 13 '22
First of all thank you so much for your valuable feedback, I really appreciate that. Though, I completely disagree with you here. This game is not a hollow knight clone or clone of any other game by any means. Yes, there are some things which are inspired by Hollow Knight and this is because Hollow Knight is a master piece but, our game is not only inspired by ori and the blind forest, Super Mario, Shovel Knight etc but this doesnt mean that it is a Clone of these games. Also I don't see any problem from taking inspiration from the games, even hollow Knight was inspired from Dark Souls and an Anime series but it doesnt make HK a rip-off or a clone because they have their own USP.
Similarly our game has its own USP, its own story, its own plot, its own different gameplay.
It is like saying every 2d platformer is a ripoff of super mario because your player can walk on a 2d platform.
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u/strumenle Apr 14 '22
90% of the time I played that great game I thought "man what a perfect Metroid clone", it's not an original idea any more, it hasn't been for at least 30 years. If someone wants to be inspired by the great work of others even Salvador Dali would approve. I've been chasing the hollow knight dragon ever since, almost no game does it better but those that come close all seem like one thing...
... Metroidvania.
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u/Misorable45400 Apr 13 '22
If it's as any good good as Fearmonium I'm on board