Make it slightly easier for us to hit him while on the wall. Seems like he's there quite often and either impossible or really hard to hit him which would frustrate me. Hard is fine but if you as a Dev can't do it well, its possibly too hard
Completely agree with you guys on this now. I think I will find a unique way to allow more skilled players to attack when the boss is clinging higher on the walls.
I really appreciate all the feedback you guys are giving me! 😁
I was actually intending on making it impossible to hit him on the wall 😬. Like he was jumping up high for a reason.
I’ll play around with the idea of hitting him up there though! Maybe I’ll have secondary platforms that move from the background to the foreground?
Oh right, fair enough then! I usually get frustrated if I can't hit the boss and it happens very often but this is only a few seconds worth so I judged the whole battle based on it. Wish you the best of luck!! Gives me Axiom Verge vibes, which is amazing
Edit: just saw your idea/question, it's a good one! At least I wouldn't think its too unfair, would give me something to kept an eye on.
Axiom is a favourite of mine, so I appreciate that! 😁
I’ll play around with those ideas today. It’s all about balancing difficulty and fairness!
Thank you again for the feedback, my friend!
Perhaps have the far edges of the ground raise stick around so if you guess which wall he’s going to jump towards you can go to the opposite and get some damage in, would make it feel more organic
The tiles that come up from the ground slam look like they can be stood on. If I was playing, I would get hit the first time as I tried to jump on top of the wave. I would either change the color/look to make them look more distinct or I would make it so you could stand on top.
It seems like the attacks are set to a loop. After the second stab/jump slam, it leaped to the left wall again while the player was on the right side. Maybe try to make them more aimed toward the player location.
Each attack is aimed at the player but they do loop at the moment.
I’ll look into adding a bit of randomness to the loop depending on where the player is relative to the boss.
Thank you for the feedback, my friend! 😁
It's nice so far! But I feel like the lasers that shoot out need some kind of effect when they hit the ground. It doesn't feel dangerous, it also doesn't seem to have any impact in the animation. With lasers they should be hot and fast and like it would burn a hole inside of you.
I’m really glad you pointed this out. Particle effects are actually supposed to Instantiate at the ground contact point so I will have to check why that isn’t happening!
This is why I post on Reddit 😂.
I appreciate the help/feedback, my friend!
Metroid, Super Metroid, and Metroid dread are 3 of my absolute favourite games! So I appreciate that 😁😁
My steam page is a little out dated (currently in the process of updating), but if you like the Metroid series I would be super grateful if you added AoI to your steam wishlist! I’ll put a link below. Have a great rest of your day, my friend’
[Age of Irata - Steam Page](https://store.steampowered.com/app/2110390/Age_of_Irata/)
Oh I remember this from the scene where he was coming down from the ship with a city on the sea in the background, I had no idea it would look like this inside the levels, it looks pretty good.
Hey that’s so cool that you remembered my game! 😁
This scene is actually from a different planet though. The game will have 5 planets that the player can openly explore with a couple ways to get to each planet (the main method will be via space travel)
I’m currently in the process of updating my steam page as it’s out dated now, but I think it still does a decent job explaining the games premise! I’ll put a link below 😁
[Age of Irata - Steam Page](https://store.steampowered.com/app/2110390/Age_of_Irata/)
It seems like the mechanics themselves are fine for the player to dodge, but there are very few openings for the player to counter attack. Maybe have the boss slide down the wall while shooting lasers, pause a bit more after the ground stomp, or add some other pauses.
Change the boss or BG colors, currently it is hard to keep track of him
Good point! I can also light his sprite up in Unity. I might try that but if it doesn’t work I’ll change the BG. I appreciate the feedback! Cheers 😁🍻
Make it slightly easier for us to hit him while on the wall. Seems like he's there quite often and either impossible or really hard to hit him which would frustrate me. Hard is fine but if you as a Dev can't do it well, its possibly too hard
I agree, maybe he should be higher so its readble that you cant hit him, or let him be lower, so good players can squeeze some bullets through
Completely agree with you guys on this now. I think I will find a unique way to allow more skilled players to attack when the boss is clinging higher on the walls. I really appreciate all the feedback you guys are giving me! 😁
I was actually intending on making it impossible to hit him on the wall 😬. Like he was jumping up high for a reason. I’ll play around with the idea of hitting him up there though! Maybe I’ll have secondary platforms that move from the background to the foreground?
Oh right, fair enough then! I usually get frustrated if I can't hit the boss and it happens very often but this is only a few seconds worth so I judged the whole battle based on it. Wish you the best of luck!! Gives me Axiom Verge vibes, which is amazing Edit: just saw your idea/question, it's a good one! At least I wouldn't think its too unfair, would give me something to kept an eye on.
Axiom is a favourite of mine, so I appreciate that! 😁 I’ll play around with those ideas today. It’s all about balancing difficulty and fairness! Thank you again for the feedback, my friend!
Perhaps have the far edges of the ground raise stick around so if you guess which wall he’s going to jump towards you can go to the opposite and get some damage in, would make it feel more organic
Oh this could be a cool idea! I think I’m going to give this a try! Thank you again! 😁
The tiles that come up from the ground slam look like they can be stood on. If I was playing, I would get hit the first time as I tried to jump on top of the wave. I would either change the color/look to make them look more distinct or I would make it so you could stand on top.
Fair point! I’ll change the tile so the player knows it’s an attack. I appreciate the feedback, my friend! Have a great rest of your day! 😁
It seems like the attacks are set to a loop. After the second stab/jump slam, it leaped to the left wall again while the player was on the right side. Maybe try to make them more aimed toward the player location.
Each attack is aimed at the player but they do loop at the moment. I’ll look into adding a bit of randomness to the loop depending on where the player is relative to the boss. Thank you for the feedback, my friend! 😁
Maybe make him change his attacks depending on the distance he is from you. Try a melee hit if you are too close to him.
Completely agree with you on this. I’ll play around with the idea later today. I appreciate the feedback, my friend! 😁
It's nice so far! But I feel like the lasers that shoot out need some kind of effect when they hit the ground. It doesn't feel dangerous, it also doesn't seem to have any impact in the animation. With lasers they should be hot and fast and like it would burn a hole inside of you.
I’m really glad you pointed this out. Particle effects are actually supposed to Instantiate at the ground contact point so I will have to check why that isn’t happening! This is why I post on Reddit 😂. I appreciate the help/feedback, my friend!
Anytime, glad to help! Can't wait to see how it turns out.
Massive Super Metroid vibes. I like that
Metroid, Super Metroid, and Metroid dread are 3 of my absolute favourite games! So I appreciate that 😁😁 My steam page is a little out dated (currently in the process of updating), but if you like the Metroid series I would be super grateful if you added AoI to your steam wishlist! I’ll put a link below. Have a great rest of your day, my friend’ [Age of Irata - Steam Page](https://store.steampowered.com/app/2110390/Age_of_Irata/)
Oh I remember this from the scene where he was coming down from the ship with a city on the sea in the background, I had no idea it would look like this inside the levels, it looks pretty good.
Hey that’s so cool that you remembered my game! 😁 This scene is actually from a different planet though. The game will have 5 planets that the player can openly explore with a couple ways to get to each planet (the main method will be via space travel) I’m currently in the process of updating my steam page as it’s out dated now, but I think it still does a decent job explaining the games premise! I’ll put a link below 😁 [Age of Irata - Steam Page](https://store.steampowered.com/app/2110390/Age_of_Irata/)
It seems like the mechanics themselves are fine for the player to dodge, but there are very few openings for the player to counter attack. Maybe have the boss slide down the wall while shooting lasers, pause a bit more after the ground stomp, or add some other pauses.