Bloodbane
Well-known member
Finally, I got time to try this game. It's really good, I love the original artwork. I can see some jokes there 
Anyways I have some suggestions:
1. Use hand pointers only for levels with branching end. Levels without branching end should end normally after all enemies are killed
2. Since you're using direction both, you should use scrollx to prevent player from scrolling back to beginning of level
3. Enemies who dodge instead of blocking shouldn't use block SFX when dodging. You should use custom block SFX system to solve that. Either use silence or dodge SFX when dodging
4. Most if not all enemies, have DEATH animation which won't be played if enemy is killed by throw. I have script to force DEATH animation even if last blow comes from thrown damage
5. You can make bosses more challenging by setting this:
defense all 1 20
With this, the boss will receive damage from attacks like normal HOWEVER he can't be interrupted if the attacks deal damage less than 20. IOW the boss will be tough
Bug reports:
1. I noticed small bug where orcs walk out of house with sheet door WITHOUT the door being opened first. Its in village but I forgot exactly where.
2. There's also a sprite using wrong palette in Lumberjack boss' RISE
3. Orc warrior with flail can pickup spiked ball. However if she's attacked before tossing the ball, she'll stuck in animation until knocked down
4. The orcs on desk inside building overlaps Gudule and other orcs. You should set setlayer 1 to the former to ensure they are placed behind
BTW I can share script for the chicken herder to control number of released chicken. You just need to tell me if he limits that based on number of current active enemies (including him) or based on number of current released chickens
Keep up the good work, this game has potential
I'm going to replay the game to test other branches
				
			
Anyways I have some suggestions:
1. Use hand pointers only for levels with branching end. Levels without branching end should end normally after all enemies are killed
2. Since you're using direction both, you should use scrollx to prevent player from scrolling back to beginning of level
3. Enemies who dodge instead of blocking shouldn't use block SFX when dodging. You should use custom block SFX system to solve that. Either use silence or dodge SFX when dodging

4. Most if not all enemies, have DEATH animation which won't be played if enemy is killed by throw. I have script to force DEATH animation even if last blow comes from thrown damage
5. You can make bosses more challenging by setting this:
defense all 1 20
With this, the boss will receive damage from attacks like normal HOWEVER he can't be interrupted if the attacks deal damage less than 20. IOW the boss will be tough
Bug reports:
1. I noticed small bug where orcs walk out of house with sheet door WITHOUT the door being opened first. Its in village but I forgot exactly where.
2. There's also a sprite using wrong palette in Lumberjack boss' RISE
3. Orc warrior with flail can pickup spiked ball. However if she's attacked before tossing the ball, she'll stuck in animation until knocked down
4. The orcs on desk inside building overlaps Gudule and other orcs. You should set setlayer 1 to the former to ensure they are placed behind
BTW I can share script for the chicken herder to control number of released chicken. You just need to tell me if he limits that based on number of current active enemies (including him) or based on number of current released chickens
Keep up the good work, this game has potential
I'm going to replay the game to test other branches

 
	
 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		
