I've just had a quick little go (and I mean little), but worked fine, and it certainly looks like something I'd play. I'll give it a proper play tonight (hopefully)I'm not sure how people feel about thread necromancy, but seeing as I'm resurrecting a project here, maybe it's permissible?
Okay, I didn't get to play it last night, but I've played it this morning. Here's my thoughtsI was a little uncomfortable about posting something so obviously unfinished to the repo; I think I did this before with this game and it was frowned upon, so it'll probably live here until it's had time to mature some.
It's a placeholder, ripped from an unfinished GP2X project. It was mostly there to see whether Allegro could play .FLI files reliably on an OpenPandora (it can). I'll probably remove that until the real intro movie is done...1. The intro video - isn't very descriptive.
...yeah, I'm finding out the gamma curve on the development machine is nowhere near the Pandora's; I'll probably force a higher minimum lighting value on all passable tiles, and an even higher minimum value on water tiles (which can sometimes seem darker because they divide the red and green channels of any pixels inside them by 2).2. Brightness - On the second screen, there's water at the top
All lost hit points are restored, and the minimum and maximum damage Emily can hit for are increased, as well as her chance to hit. The game needs to do a better job of communicating this...5. Gameplay - I levelled up, but I didn't really know what that does or did to my character?
The direction in which plants grow, snow is draped, etc. is supposed to provide a visual cue about which way gravity goes in that area; maybe this is too subtle?but without them I sometimes had trouble to be pulled to the wall I want
...understandable - especially since there are only slime-type monsters in the game at this point, and they all have the same sound. This will get better as I get some more monster types done, and I just might take your suggestion about reducing the noise radius (or adjusting the falloff) a bit.I've found some repeating sound effects annoying
Most likely, the cause of this is some incorrectly-set gravity directions in the affected tiles. I'm still learning how to design maps for this thing - the gravity makes level design trickier than it would ordinarily be, I think.7. Glitch - In the Test Boss room, with the spikes all round and the three central pillars, I killed the boss, and jumped from the right hand side towards the blocked exit on the left. I then somehow found myself inside the wall getting spiked, and there was no way out.
Keep it this way. If you put things to the repository too early it is hard to get people retesting it later.I was a little uncomfortable about posting something so obviously unfinished to the repo; I think I did this before with this game and it was frowned upon, so it'll probably live here until it's had time to mature some.
Progress might be slow with exams coming up...