Nice little dungeon! I really liked your decoration of it all. Very clean and played around with pillar placement. The general gameplay was a little bland but since it's just a prologue, that's fine. The boss is a great take on the 'worm goes through tunnels' concept. Might be the best take I've personally seen. Though, it does spike the difficulty a decent bit over the rest. I might still put it in easy since eventually, players will beat it regardless, but the boss itself is probably at least a medium. There's one thing I would've wanted changed which was that grapple torch at 3:50. For my playthrough, the grass wasn't cut when I got over there and since the door back closes on you, I almost got softlocked, but luckily, you can just baaaaaarely use a bomb to remove that grass. Though, it's way too close for comfort and that grass should be removed outright. But yeah, I enjoyed it. (edit: I made this comment like an hour and a half ago but just forgot to hit the send button) XD
Thanks! For future reference what aspect of the gameplay should've been more fleshed out? More combat or more puzzles? I kinda like the boss being a difficulty spike because that checks out with the dark souls theme lol. It's really unfortunate about that torch not sure how I missed that, glad it isn't completely a softlock though but definitely unfair for a new player.
@MysterytheMaker well it's supposed to be like Dark Souls so I'd assume you want more enemy - heavy gameplay. The puzzle was fine. I like the idea of going through the different cells to solve it. Only contention there was that I wish you changed the concept of one of the round button puzzles to feel like a different puzzle than the other. The combat boredom was mostly before you get feather since I really like forcing the player to understand they have feather and not shield. Usually the 2 ways to make combat interesting are more enemies or harder rooms to fight them in. I'd recommend a mix of the 2. For instance, you could've added a motion trigger when you reach the middle of the cell room to spawn 2 enemies, one on each side. That would create the unique challenge of dealing with both sides at once. Another idea could be to downgrade the enemies and upgrade traps so it's a mad dash to hit all the weaklings while dodging traps.
Nice little dungeon! I really liked your decoration of it all. Very clean and played around with pillar placement.
The general gameplay was a little bland but since it's just a prologue, that's fine. The boss is a great take on the 'worm goes through tunnels' concept. Might be the best take I've personally seen. Though, it does spike the difficulty a decent bit over the rest. I might still put it in easy since eventually, players will beat it regardless, but the boss itself is probably at least a medium.
There's one thing I would've wanted changed which was that grapple torch at 3:50. For my playthrough, the grass wasn't cut when I got over there and since the door back closes on you, I almost got softlocked, but luckily, you can just baaaaaarely use a bomb to remove that grass. Though, it's way too close for comfort and that grass should be removed outright.
But yeah, I enjoyed it.
(edit: I made this comment like an hour and a half ago but just forgot to hit the send button) XD
Thanks! For future reference what aspect of the gameplay should've been more fleshed out? More combat or more puzzles?
I kinda like the boss being a difficulty spike because that checks out with the dark souls theme lol.
It's really unfortunate about that torch not sure how I missed that, glad it isn't completely a softlock though but definitely unfair for a new player.
@MysterytheMaker well it's supposed to be like Dark Souls so I'd assume you want more enemy - heavy gameplay. The puzzle was fine. I like the idea of going through the different cells to solve it. Only contention there was that I wish you changed the concept of one of the round button puzzles to feel like a different puzzle than the other.
The combat boredom was mostly before you get feather since I really like forcing the player to understand they have feather and not shield. Usually the 2 ways to make combat interesting are more enemies or harder rooms to fight them in. I'd recommend a mix of the 2. For instance, you could've added a motion trigger when you reach the middle of the cell room to spawn 2 enemies, one on each side. That would create the unique challenge of dealing with both sides at once. Another idea could be to downgrade the enemies and upgrade traps so it's a mad dash to hit all the weaklings while dodging traps.