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A game with potential but very unbalanced overall. enemies are quite easy but the boss is bordeline nightmarish. The hitboxes aren't clear, and the damage dealt to the boss are to low.

This could become something good, but needs to be rework on the gameplay/difficulty part

I really wish this game could've come to fruition but it's been years, either SrMagal is dead or has lost all motivation for this project.

Will the new version come out? The first titan should be easier, I found it very difficult.





This is one of, if not the best game with the highest potential on this site. If i could make a suggestion could you please add a gallery for all of the bosses after youve beaten each one? I know im half a year late but keep up the good work.

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Hey there, I wanted to give some feedback after playing your game for quite a while since I think it has a lot of charm and things to like, but some glaring  flaws that are dragging it down.

So first off, I think this game has a lot of potential and the .2.2 update fixed a lot of the issues in the older version. The art and animation is good and has  a lot of character to it as well.

That being said I think there are a lot of underlying game design choices that don't make this game hard per say, they just make it tedious to play and I'll address them one by one:

- 1: Limited ammo

 Right off the bat I think this should be changed. Having your main way of dealing damaged be so limited, especially for the boss who you can't hit with your fists makes this game a chore to play. In fact, the best option for the first screen is to run past all the enemies and not shoot a single orb since otherwise you'll run out when fighting the boss, which will most likely happen anyway. I think it's fine to have the thorn shots be limited, since they are more powerful, but I'd suggest adding in either ammo drops from enemies, having them replenish over time, or getting rid of them entirely. Ammo drops could work well since the boss spawns enemies and zombies also spawn at certain parts, so these could be a good way to give the player more resources rather than just throwing more hotboxes their way. I know the player can use rocks, but having to stop, find one, pick it up, and then find an angle to throw it since they don't go as far really kills the pace of the game. plus sometimes they fly off screen and don't come back. But the way this game is designed now, missing only a couple of shots is basically a death sentence. 

-2: Too many enemies  and not a good way to deal with them

Enemies tend to litter the screen in this game, and the player doesn't really have a great way to deal with them. You can jump back and throw orbs, but since you have limited ammo, that will screw you over during the boss. The big flying enemies especially are a nuisance since they can deal a lot of damage and be quite hard to hit. With so many hitboxes on the screen and no really solid mobility options to avoid them, you are bound to get hit by something. And if you get overwhelmed by enemies, there's no great way to deal with them  with out taking a lot of damage yourself. I'd recommend adding a bomb that deals damage to enemies on the screen or near you like in other bullet hell games. It can be limited, but it will at least makes moments where you get swarmed a bit easier to deal with.

-3:The boss

So I've attempted to beat this game at least 15 times now, and I've gotten to the point where I can get to the boss without getting hit and using very minimal shots. Even in that scenario though, I still haven't even broken all of the boss' armor. I've run out of ammo and rocks every time and it's gotten to the point where I genuinely think she isn't possible to beat. She simply seems to take too many hits to be defeated with the limited amount of ammo you have. Plus she constantly summons enemies, which I personally don't think is a great idea since it's just throwing more enemies in the situation to add artificial difficulty instead of being able to focus and learn the boss' patterns. Plus if you go to the left of the screen zombies spawn which causes problems like I mentioned above. I also don't really know if I'm doing damage to her most of the time. I don't see a health bar (except the bottom right which I'm guessing is a pleasure meter or something?) and some of the places you can hit her don't even seem to do damage. I found out you can hit her hand so I figured you could disable her blue attacks if you hit her hand enough but after using all of my shots, it didn't do anything. You need to be more clear on where the boss can actually take damage, especially since you have a limited amount of ammo. 

-4: Other notes

      - extend invulnerability after getting hit. Most of the times you just get hit twice by the same attack without a way to really react to it.

      - I think the mushrooms should recover more than just 1 heart since there are only 2 of them and the 2nd one is pretty difficult to get them without getting hit.

      - Knockback for fist attacks. I think the melee attacks should deal some knockback so enemies don't just stack on top of you and hit you anyways.



Overall, I do think this game has potential and I don't want you to be discouraged by any negative feedback, but right now it's way to tedious to play and  most people aren't going to invest the amount of time needed to beat this before just giving up. Especially since this is a porn game. I know you can probably get through this game really easily, but you got to keep in mind that you have the bias of making it. You know exactly how things work are also going to be patient enough to learn it's nuances, because you already knew them. There's no problem with making a game that provides a challenge, but there is a difference between challenge and add difficulty just for the sake of it. I'd recommend revamping the way you handle the challenge of the game if you want people to engage with it more. Regardless of if you implement some of my ideas or not, I hope development of the game goes well in the future.

Thank you for your feedback! Lets me answer your points:

1: limited ammunition
Do you know there's some shining spots on the tree? there's some hidden fruit. it heal your mana [more ammo]
And there's planned shops and passive skills. Enemys will drop good stuffs!
 
-2: Too many enemies  and not a good way to deal with them
The Golden Orb is powerful but rare it must be used wisely, a easy way to kill the Undead Fairy is just selecting the golden orb and right click. she die with 3x Golden Orbs, the exactly same amount that you throw. And she is the hardest enemy until now. Try to use melee atack with zombie and snake. the non-flying enemys was just planned to be annoying than real challenge.

-3:The boss
- Stone do 7x times more damage than Purple Orbs at her upper armor locker, it's the best thing to break her locker!
- Purple Orbs do low damage at armor.
- Golden Orbs and stones hitting her skin make her get angry! avoid it!

Upper BAR -> LOVE: It fills rising her pleasure, to win the battle your must throw a purple orb at her puzzle, it must be the LAST hit when this bar is full!
Lower BAR -> RAGE: Try to keep it low, Higher Rage means her use strong attacks and attack more often!

NOTE:
The game needs a tutorial map for when you starting playing, you know how things works and everything will be easier. This was already planned, but I decided to release without it. haha ha

Late to the party (very) but commenting none the less. If the project is not dead and you wish to continue it, you'll have to listen to some of those comments because the difficulty is still stupidly high. Although I never ran out of purple orbs during the boss, it doesn't make it anymore doable fro a few reason:

1- She spends her time throwing an insane amount of crap and I lost my character in them more than once. If I had wanted to play touhou, I wouldn't be here.

2- Said amount of crap makes it that they aren't any  pauses or window for the player to attack. And even if you can technicly shoot through her attacks, when you have to have the aim of a CS:GO player to hit anything without inraging her, it just doesn't cut it. A potential rework for the attacks, would be to make her like a shantea boss, with moving plateforms allowing the player to move more freely and times were she won't be attacking at all. The rythm would become clearer, with a phase were you focus on dodging and one were you deal damage.

3- Health. Biggest weakness of the game. Because even if I never ran out of orbs, I always got killed before beating her (and I got very close to it). You want to have only a few hit points, fine, but with no way for the player to replenish their health(and don't even mention the 2 pathetic mushrooms, they make zero difference).

A game that doesn't allow mistakes and forces you to replay it everytime you fail is nowhere near the definition of fun.


That was my potentially uselless review, filled to the brim with salt. This game has potential and it's very frustrating to see it so poorly executed. If you do continue the project, you can count on my support, but you'll have to fix your game's flaw if you want it to live, because no new player is going to play something so taxing for no reason.

Deleted 5 years ago
Deleted 5 years ago