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Demo Impressions:

-You need borderless fullscreen mode or borderless windowed mode.  A way to run the game to cover the entire screen but with much easier alt-tabbing.  Many people have multiple monitors and this also allows them to multi-task easier.  In addition it is easier to stream in such a mode compared to the fullscreen-exclusive mode already present in the demo.

-No customizable controls is really crappy IMHO, however I hope this can be worked on for the full version.  This isn't some RPGMaker game which requires special custom scripting to rebind keys.  So act like an actual game and allow gamers to customize their control scheme please!

-Even at 50% volume or lower, the music seems REALLY loud but that may just be my setup.  May want to consider starting the game with all volumes at about 50% of normal volume; let the end-user choose to adjust the volume if needed.

-Bit of a nitpick but screen shake is a mere toggle instead of a gradiant slider with 'more' or 'less' options.  Minor QoL thing if this could be improved upon for the final release.

-Another nitpick but the severe lack of resolution options is disheartening and concerning.  I get the whole 'but da art style' which is fine; however I've seen many other pixel art games like Hollow Knight run perfectly well in a wide variety of resolutions.  There is no valid reasonable excuse for why the resolution options shouldn't be 'anything the monitor/gpu/os can support'.

-Yet another minor nitpick, but I'm not a fan of the black bars and would prefer to see more of the environment.

-The very first enemy encountered that shoots ranged projectiles will hit the player at least once (maybe twice) before the player can become accustomed to the dodge roll mechanic.  I strongly feel that this is poor game level design and a simple look at Megaman X (or the NES originals) would show how to do tutorialized level design without punitive split-second punishment of the player.  I'd recommend a lowered ledge on the initial approach so the player has a chance to practice dodge rolling in safety BEFORE hopping up the ledge and trying to get past the enemy.  Not everyone is familiar with 'iframes' also and therefore that should be communicated in some fashion.

-Why isn't the player taught about ducking?  Not every game allows ducking and many potential players may not know about it.  It also isn't listed anywhere in the control options (only 'movement' is listed).  In fact, best way to deal with those plant enemies is by ducking.

I love the audiovisual design and aesthetics.  I look forward to the full release!  :)

Please set up a Discord server.  Communication through other mediums is far too slow and ineffective to truly convey the full magnitude of awesome that the direct player-dev relationship can blossom within on a Discord server.

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Cannot wait until the full release, this is pretty awesome! 

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Really sick demo! Cannot wait for the full version!


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Fun Demo! Thanks a lot! I wish you great success with the game! 

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Could you post devlogs when you make a new update? It would be great to hear about your newest additions. Also, an option to lower the sensitivity of the scrolling with the mouse would be great. I have a sort of crappy scroll and it isn't always easy to carefully pick which weapon to use. Also also, I think you can include a link to your Kickstarter on the itch.io page.

Awesome art. Awesome musics. Awesome characters and atmosphere. Just overall awesome. Looking forward to playing the full version. Great work!

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I just can't wait to play the full version. Art, music, atmosphere, everything was fantastic. It reminds me of Momodora 4 and Dark Souls (even though I didn't play either :P)

I think that what you did best was the atmosphere. During that sneaking section in the beginning I really felt the pressure.

I felt that the combat didn't really make me switch weapong or tactics a lot, at least not for now. It was kinda hard to switch weapons for me, as it switched 2 at once (I don't know if it's because of my mouse or the game)

I also think that you should put in some dialog and other characters (except if it's not working with the story)

Also, I find that it would be useful to be able to go to the main menu through the pause menu.

I love the graphics. Any way you can make a Mac build? I'd love to test it

This is my second time playing the entire demo all the way through. It's really good! Looking forward to full version of the game!

I really enjoyed the demo, I like the multiple weapon system! I wish we could deflect enemies projectiles with the sword (or is another weapon planned for it) and it would have be nice to fight a boss of some sort... Keep up the good work!

had a great time nice work.


hey thunderhorse studio. i will be your fan because of this game, and i am praying as this game will be good product that will sold as much as hollow knight / owlboy / dead cells. i am truly fascinating with the animation, the character design, and the battle design.


here is my gameplay if you guys wanna see a tiny bit of amazing gameplay from this game; 



I will looking for this one on steam / pc release.

Godspeed, Thunderhorse studio.

Hey there, I played your game and made a video on it, i loved it a lot, it is super fun and has really great artstyle, i cannot wait until the full release, keep up the amazing work that you are doing! =]

this look awesome! do you mind if i stream this on my youtube channel?

I love me a metroidvania. ;P

If the rest is anything like the first ten minutes, the game will be great. I struggled with changing weapons because my mouse scroll doesn't work, but I enjoyed it.


I did a short video on the game if anyone would like to see what you can do in 10 minutes:

wonderful game,hope the future version allows custom keyboard configuration. 

Liked playing the Demo of Flynn Son of Crimson. I liked it so much I made a video. Really liked the graphic and the music very atmospheric. Gameplay is really awesome.Can wait for the full game release. Hope you all enjoy the video!

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This game is super awesome! Graphics are great, gameplay is fun, it was so much fun we argued about who got to play it! 

It looks very good. The graphics are amazing. The gameplay is also very entertaining.

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Wonderful game you made people! Loved the art style and the gameplay, flawless and fast paced, a very entertaining and pleasent experience!

I made a video playing it:

if you want to check, best of luck for your projects, cheers!

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Absolutely brilliant demo, love the gameplay, love the feel of it, love the look of it. Man, I just love it! Over the moon you guys hit your Kickstarter target and cannot wait to play the full game!

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11/10, REALLY HOPE TO SEE THE FULL GAME!

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I simply love your game so far, I hope my viewers will too!

Good luck with the rest of the development, I can't wait to play the finished game!!!

P.S huge shout-outs to the pixel artists, the game is truly beautiful....a piece of art!!


Check out my YT video of the demo here:

I played through your demo and loved it!

Cant wait for the full game and here is a video I made from the demo!

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i cant wait for more , please make more :{

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Loved it!

No azerty support?? really...

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heyo! just played your game! i think it's amazing! beautiful animations are a good thing if you want to bring the "regular platformer" feel down and the world makes you feel like there is more to it than what you just witness in the demo, definitely want to see more of this in the future.

Absolutely Amazing. Cant wait for more!

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Loved this! very well done.

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Charming little game, looking forward to seeing more!

Awesome experience.............Keep up the good work.............

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I really liked the music and the general game. Even though I really had trouble jumping but I think that's just because I'm bad. But I can definetly see potential in this game. Keep up the good work! 

Thanks for the play-through, the part where you get stuck requires the grapple hook found a little ways back below the other claw drill blocks.

OK, thanks

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Also, for the jumping, it's generally a staple in these type of games but holding the jump button makes the player jump higher.

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the good: 

- graphics and animation are stellar

- the platforming and combat mechanics are smooth, feels great and has amazing polish.  

- music and sound effects are also brilliant. 

not much else to say here. i think everyone can agree with this. 

the needs work: 

- using the bow to destroy the red crystals to drop the ladder wasn't telegraphed enough. i had no idea those things were destructible. perhaps give us an opportunity or scenario where you HAVE to break red crystals with your bow before that part

- i'm not sure if these level designs will be part of the game but i just don't know what this world is or what i'm doing here. there's not enough story exposition imo and the environmental storytelling isn't enough by itself. would love an opening cutscene. i know it's just a demo but it'd still be nice. more characters like the monster by the pond at the end would be lovely. 

- in the span of the first 5 minutes i've already found 4 different weapons from arbitrary places in the map that seem to have more of a utility purpose than combat purpose. just having so many tools thrown at you is a little overwhelming and decreases the significance of each one. 

- the pixel art is stellar but i feel like communication of gameplay elements is compromised in favour of just making the game look more beautiful. in the end, it's about communication. looking good is only a surface hook - i personally care much more about how clear things are in gameplay. i got stuck after i got the grappling hook because i thought the "walkthrough" block at the top of the level was solid and you couldn't walk through it. it was done in the same artstyle as all other elements in the environment. basically - the game's graphics builds up the expectation that certain environmental elements are solid but it also seems to break those rules? kind of confusing somtimes

- arrow signs in the environment are very "hand holdy" in my opinion. it's a game with exploration and adventure elements (unless i'm wrong?), let us explore ourselves and don't tell us where to go. i'm alluding to jonathan blow's point about how he hates games that just tell the player what to do. it eliminates the joy of discovery. respect that players aren't stupid, because we're not. find creative ways and level designs that lead the player indirectly. 

- dog was cool but also completely random. i'm guessing there's going to exposition on that in the full game. i also didn't know how to avoid the chaser damaging you in that sequence. i was holding right but it didn't increase the distance? did i miss something there...

right now, my vibe is: really polished tech demo, plays and sounds amazing but doesn't bring anything new to the medium or genre. i'm being harsh but honest but it's because i can tell a lot of time and work went into this demo. this attracted my attention because it looks great but the game doesn't seem to dive much further down what action platformers can and have delivered in the past. what's the hook? i'm trying to find this game's hook and it's just not there. i can't make a final definitive judgment as this is "just a demo", but you've chosen to release this and this is just my opinion. 

tl;dr:

good: graphics, music, platforming

needs work: communication of gameplay elements, story exposition, less handholding, what's the hook?

anyway, good luck. i hope your hard work pays off!

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