gotta be the recording tool, It happens time by time when recording some games, With out it the game runs a lot better and thank you about the switch info.
What a wonderful demo. It feels like you took some of the best parts of kirby levels and made it into a fun game. There's a lot of thought put into the switching mechanic and to make each weapon feel very fun kudos.
I don't have any gripes at the moment other than some weapons are inherently easier to use than others (the axe taking some used to) and it being daunting on some players all the switching and mechanics. There's a lot in there, especially in the upgrades, that may need to be explained.
Thanks! There is definitely a lot to take in, so I plan on making something to ease players into it in the full game. It's kinda the downside of doing a demo for a game like this, ya kinda got to put in some of the more interesting mechanics in it without the stuff that'll ease the player into it that a full version could(Which is why I made a short tutorial just in case). But this is not a game I expect everyone to get or fully know the mechanics of for the first few levels, beyond Color Swapping, attacking, and some platforming.
I really like the artstyle and I feel like the different abilities at Vivid's disposal are simple to use but have a lot of versatility. I got stuck on the beaver part with the axes on the second wall you have to scale that also has normal blocks. Regardless, I've really enjoyed playing the demo and I'm going to try to play through it again later.
Thanks for playing! That's an optional side room to test out the Ax's Wall Scaling abilities. It's just a matter of figuring out where and how to scale the Blue Blocks or walljumping.
I played the demo and I really liked it. All the characters are cute and well designed with a sketchy drawn to life art style.
The controls take some getting used too (especially with a low-end intel processor), but overall are fine. I used a gamepad for my play through and noticed that the analog sensitivity was high. Vivid would sometimes slowly inch her way across the room even after letting go of the joystick. A way to adjust this in the options menu would be nice.
Slow inch? I'm not sure how that would happen. The sensitivity shouldn't cause that, you have to move the analog stick a ways before she starts moving. With the exception of checking for any other controllers players might want to use besides the first one detected, I'm covered in terms of input controls. I'll look into it though, thanks.
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I played it and like it,
Keep up the good work.
I did a video....Not the best but I hope its good
Thank you! btw, the room you got stuck in was because you didn't hit the switch! There's a switch you can hit when you enter the room.
Also: how powerful is your PC? You seemed to have lag while recording, and we're still trying to improve performance on our side.
gotta be the recording tool, It happens time by time when recording some games, With out it the game runs a lot better and thank you about the switch info.
I'll look into it next time
What a wonderful demo. It feels like you took some of the best parts of kirby levels and made it into a fun game. There's a lot of thought put into the switching mechanic and to make each weapon feel very fun kudos.
I don't have any gripes at the moment other than some weapons are inherently easier to use than others (the axe taking some used to) and it being daunting on some players all the switching and mechanics. There's a lot in there, especially in the upgrades, that may need to be explained.
Thanks! There is definitely a lot to take in, so I plan on making something to ease players into it in the full game. It's kinda the downside of doing a demo for a game like this, ya kinda got to put in some of the more interesting mechanics in it without the stuff that'll ease the player into it that a full version could(Which is why I made a short tutorial just in case). But this is not a game I expect everyone to get or fully know the mechanics of for the first few levels, beyond Color Swapping, attacking, and some platforming.
I really like the artstyle and I feel like the different abilities at Vivid's disposal are simple to use but have a lot of versatility. I got stuck on the beaver part with the axes on the second wall you have to scale that also has normal blocks. Regardless, I've really enjoyed playing the demo and I'm going to try to play through it again later.
Thanks for playing! That's an optional side room to test out the Ax's Wall Scaling abilities. It's just a matter of figuring out where and how to scale the Blue Blocks or walljumping.
I played the demo and I really liked it. All the characters are cute and well designed with a sketchy drawn to life art style.
The controls take some getting used too (especially with a low-end intel processor), but overall are fine. I used a gamepad for my play through and noticed that the analog sensitivity was high. Vivid would sometimes slowly inch her way across the room even after letting go of the joystick. A way to adjust this in the options menu would be nice.
If you have the time to spare, please have a look at this article. https://www.gamasutra.com/blogs/ZachBurke/20151030/257920/The_5_Golden_Rules_of_...
I'll be following the development of Vivid, looking forward to the final product. Keep up the good work.
Slow inch? I'm not sure how that would happen. The sensitivity shouldn't cause that, you have to move the analog stick a ways before she starts moving. With the exception of checking for any other controllers players might want to use besides the first one detected, I'm covered in terms of input controls. I'll look into it though, thanks.