I knew it was going to be that Jeaney audio, lol.
Animation is pretty basic and the art could use some work to make it look less wobbly, but you did well with the timing and visual placement.
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I knew it was going to be that Jeaney audio, lol.
Animation is pretty basic and the art could use some work to make it look less wobbly, but you did well with the timing and visual placement.
Funny knight does funny dance. The exaggerated body language felt hard to read at a couple times, but otherwise, fun!
This is so silly, I love it.
At times, I think the animation is a bit too smooth and slow for how the movements should look. But I can't fault this at all, look at his smile.
Drunken art connoisseur stumbles through art gallery "MMPH"ing against walls to find secret areas.
This is hilarious. Well done.
Really love how it's come along so far! I only have a few small nitpicks:
1. Would be nice to have alternate control schemes. I know that typically this is a "left hand on the WASD and right on the mouse" deal, but at least with this time playing it, my left hand wasn't really dexterous enough to even outrun the crumbling bridge in the second level.
2. Cooldown time on the regular attack doesn't feel quite right, I think. Especially when you're having to deflect a lot of things coming at you like in the miniboss fight.
3. Can there be different sounds for when the player gets hurt vs when the enemies get hurt and when projectiles are hit back? If I'm aiming for a damage-less fight with the turnip, it becomes hard to tell whether I'm still meeting the requirements or not.
4. I kinda wish you could go back to specific segments of a level so you don't have to redo the whole thing. Initially I accidentally locked myself out of finding all of Big Mama's children, and I didn't want to intentionally kill myself to redo the level, so I went back to the menu and found out I had to redo the whole Herbal Hills segment again.
Otherwise, this is coming along really well and it's still just as charming as the prototype I played!
Because of the hitboxes, relative movement speed, and the enemies always homing towards me, I feel like they're pretty hard to avoid. I may just need to git gud, though. I love the aesthetics and general theme!
Was hoping this was going to have the same kind of energy as Mr. Smile. Did not disappoint. Potentially might use this for another game, who knows? c:
I like the composition a lot! I'm struggling to figure out how the orchestral plugins sound, as I always feel like having good plugins is good for these kinds of pieces, but even then that's a tiny nitpick.
This feels like the shop screen of a goofy game, I like it. Also noticed how it has some slight holiday feel with the bells, very seasonally appropriate.
I can see this animated in my mind, complete with echoing footstep sounds.
Amazing shot. Like, camera distance and lighting and stuff.
Ahhh! Thank you so much! Glad you like it and that the piece feels that immersive! 🤩✨ Your thoughtful comments really mean a lot. Thank you so much! 😊✨
I like the design a lot! Makes me want to draw this goober!
Congrats on User of the Day, by the way!
The quality here varies a lot, to the point where the first one makes me suspicious of tracing (though I’ll give you benefit of the doubt). It looks like you can achieve more complex art, though, so keep it up.
Edit: That makes sense!
Thank you, and I totally understand your suspicion over the quality difference, I wish I could provide a speed paint for the first one but the application I use (fireaplpaca) doesn’t automatically make a sped paint, also another reason is that I just put more quality in some stuff, the first one was an art trade with someone so that’s why I spent more time then the rest on it. Hope this helps calm your suspicions
Pronounced Theta-geist.
I am bad, and that’s good. I will never be good, and that’s not bad.
I dabble in everything. ¡Hablo español también!
I sometimes make A-rated horror. Don't lie about your age!
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Joined on 8/11/18