The game is cool and I hope it gets finished. Might not be for me frankly, as I clearly am in over my head difficulty-wise. My only real complaint is that I feel extremely slow and bogged down both movement and attack-wise.
The music was glitched to be silent until you enter the 3rd room. Movement feels sluggish and wish that bullets traveled the full screen to make them worth the loss in damage. It was NOT clear that you can interact with the floating red triangles. I thought they were collectibles but a white outline of the interactable object may hint people. I actually enjoyed the style of writing, but the game needs special text effects to bring it to life (like Celeste). Platforms were difficult to decipher from the background. Using an outline might help readability. Double jump has no weight and feels out of place, like I should have a new ability/attack to reach higher ledges instead. The lighter has a lingering hitbox effect which felt really cool to use.
Very cool demo, i love your pixelart, but a few bugs:
- The green boss's attacks hit me every other time. Sometimes I don't move and stay in the middle of the room, the boss passes through me without damaging me and sometimes it hits me, its random. At first I thought there was a frame of invincibility when I attacked him with the melee weapon with the right timing, but nope.
- The blue enemies (skeletons) reappear when you go to the menu after killing them.
Wow, really nice! I love the visual style you've developed. The large character overlays for dialogue are great - I'd love to figure that out for a game I'm working on. Great gameplay. Keep it up!
Thank god for retroarch save states though lol, it was pretty unforgiving. Maybe make some checkpoints near the beginning so you don’t have to hear the same opening dialogue when the boss kills you?
also - map seems a little buggy. In the first few rooms, it would show me in the wrong room sometimes or not update properly
Hello, put some time into Wicked Plague and it clearly has potential but is far from perfect.
Ramuels movements are somewhat sluggish compared to the Boss in this Demo & the lack of being able to switch from Melee to ranged weapon is a disadvantage which results in seeing the Game over screen more often than I would like ... There is a thin line between challenging and frustrating
That being said I look forward to the update of this Demo build with improved gameplay & Game lore.
← Return to game
Comments
Log in with itch.io to leave a comment.
The game is cool and I hope it gets finished. Might not be for me frankly, as I clearly am in over my head difficulty-wise. My only real complaint is that I feel extremely slow and bogged down both movement and attack-wise.
This looks incredible! Phenomenal artwork and sprite animation! Pretty brutal gameplay to start off with, but the difficulty level is not a turn-off.
Crouch feels like it's missing. I know it's not referred to or implied anywhere, I just found myself trying to crouch the entire time I was playing.
Some of the obstacles (spikes) felt a tad out of place on the stairs. Not unfair or anything like that, but they just visually didn't "fit" to me."
Aside from that, this feels well polished. Can't wait to see (and buy) the full release!
The music was glitched to be silent until you enter the 3rd room. Movement feels sluggish and wish that bullets traveled the full screen to make them worth the loss in damage. It was NOT clear that you can interact with the floating red triangles. I thought they were collectibles but a white outline of the interactable object may hint people. I actually enjoyed the style of writing, but the game needs special text effects to bring it to life (like Celeste). Platforms were difficult to decipher from the background. Using an outline might help readability. Double jump has no weight and feels out of place, like I should have a new ability/attack to reach higher ledges instead. The lighter has a lingering hitbox effect which felt really cool to use.
Super excited to see more of this!
make a pocket version of the demo plz!
Sure! for the next update
Very cool demo, i love your pixelart, but a few bugs:
- The green boss's attacks hit me every other time. Sometimes I don't move and stay in the middle of the room, the boss passes through me without damaging me and sometimes it hits me, its random. At first I thought there was a frame of invincibility when I attacked him with the melee weapon with the right timing, but nope.
- The blue enemies (skeletons) reappear when you go to the menu after killing them.
Good luck for the futurethanks for finding those, they will be fixed for the next update
Great game, I hope you continue to develop this!
I hope you purchase the physical copy once finished XD
are you still working on this? I love it !
This is the Demo, the game still in development
Wow, really nice! I love the visual style you've developed. The large character overlays for dialogue are great - I'd love to figure that out for a game I'm working on. Great gameplay. Keep it up!
Amazing graphics and game!
totally love it! Great vibe, music, atmosphere
Thank god for retroarch save states though lol, it was pretty unforgiving. Maybe make some checkpoints near the beginning so you don’t have to hear the same opening dialogue when the boss kills you?
also - map seems a little buggy. In the first few rooms, it would show me in the wrong room sometimes or not update properly
Hello, put some time into Wicked Plague and it clearly has potential but is far from perfect.
Ramuels movements are somewhat sluggish compared to the Boss in this Demo & the lack of being able to switch from Melee to ranged weapon is a disadvantage which results in seeing the Game over screen more often than I would like ... There is a thin line between challenging and frustrating
That being said I look forward to the update of this Demo build with improved gameplay & Game lore.
Fix sluggish movement and make obvious the way to switch rage to melee using select, noted! Thanks!!
Wicked Plague Gameplay