She/Her, I'm making a game called Roa and I have zero clue what I'm doing.
Don't wanna be here? Send us removal request.
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progress on the final boss
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do you mind if i give feedback on the game you're making?
i played a little bit of it (i got to the temple place) and so far i love the art style, but it is super not obvious what is and isnt an enemy? like i saw these garbage worms that damaged me, but they where so thin i died to them and didnt even see them
i also encountered what i think is a bug, where if you jump and then quickly jump after, you can almost double jump, and it gives you enough height to clear distances you probably could only climb without, however it does feel satisfying to pull off, therefore im unsure if its intended or not. i also couldnt heal, despite there being a control shown at the beginning that said i could, not sure if theres a reason for that or not
(also sorry i realize its kinda rude to ask if you want feedback, but then give it anyway, take that what you will lol)
last thing, a lot of the enemies are super vague in how they attack, and a lot of the time i die, its because an enemy i encountered hits me with something i cant really dodge, like the firelizzard guy, i hit him enough and then it blows up and jumps at me? i cant do any damage to it without dying before i land a hit, its just super confusing
i will say though, the platforming is really fun, if its a bit finicky, but so far the art style is stunning, and i love how the main character moves and looks. they look like they give good hugs lmao
sorry if this seems overly negative, but i love the game so far, and i cant wait to play more of it! (it might also be a problem with my potato laptop that i use lmao) ((also i realize this is a MASSIVE ask, its really easy to talk about this game it seems. i cant believe how little people are talking about this! its such a cool game so far and EOURGH i love it and i love the characters they hit all the right spots with me EUIUGH))
sorry for my inefficient way of typing, and the wall of text uuuh your really cool and i wish more people talked about your game and your art because its absolutely amazing how much you have made and how little its talked about! this is such a diamond in the rough and its absolutely stunning
thank you so much for playing, i always welcome feedback so don't worry about that and to address each point:
it was deliberate to make some enemies very hard to spot (blame pikmin 2 and rainworld) but it could be worth considering adding some additional audio and/or visual indicator i did plan on adding low threat music to play when any enemy was near you (similar to rainworld) though i haven't gotten around to learning how to make music yet so we'll have to see
yea that's a bug that appeared pretty early in development, a consequence of how the game detects if the player is on the ground or not i haven't bothered to fix it as my general rule for bugs is if it doesn't negatively affect the player or gameplay, i wont bother touching it so semi intended
im curious, did you ever craft any upgrades or know about that, including the healing potions needed to heal i didn't provide any tutorial or indication that there was a craft system for upgrades since i assumed that at one point or another the player would try to figure out what they could do with the materials that came from enemies, plants, and such sorry if that sounded rude, im genuinely curious for obvious game design purposes since i wanted to make roa with as little tutorial as possible to let players figure out the game without too much hand holding, but i could definitely add some additional tutorial/indicator besides the interactable arrow indicator
im guessing you went to the ruda'ishvura temple region straight away and that area is purposely filled with enemies with much higher health pools and damage its basically to indicate to players who get there early that they may need more health and general upgrades though i don't block it off based on boss progression since i want to allow the player to explore and well figure out their limits tho i could try make certain enemies a lil less confusing (not promises on that sorry akfaghs)
lastly, im curious about the "potato laptop" comment, were you experiencing stutters or anything like that optimization wasnt really my main concern at the beginning given that i just wanted to get something out there and as long as the game ran 60+ fps on my setup in the editor, i considered it good enough to run on most pcs and laptops but i might have to do an optimization patch of sorts if there are issues on lower end setups
anyways thank you so much again for playing roa and for the feedback, it is always good to get insight from different player experiences and their reactions/responses to my admittedly silly game design philosophies for my game
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some new attacks for kamitsuno
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Whoa you're on tumblr
i suppose i am
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havent posted in a while, been busy with college, finishing up roa as a whole, and yknow being generally lazy so have this spot that i really like :)
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New build, but on the smaller size in terms of changes from the previous build lol. Just some new NPCs and SFXs were added, mostly because I'm trying to get back into that college workflow for summer classes.
As always, if you want to see the other Progress Logs and builds, all of them are on my Patreon free to view and download and you can download builds for free on the itch.io page.
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some npc sprites i've worked on to make the main hunter village feel more alive/filled
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Roa Progress Log #25
New build for Roa, just small additions to the Greater Garlizard boss and some dialogue. Though not much else since 1) it's finals week for me and 2) I haven't started on the final boss, but I will soon.
As always, if you want to see the other Progress Logs and builds, all of them are on my Patreon free to view and download and you can download builds for free on the itch.io page.
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just some new things ive added to the greater garlizard boss fight
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just some art i did a while ago with yakoba and an older character i have that i wanna make a game with later on
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Roa Progress Log #24
I unironically have forgotten I had this blog so it's been a very very hot minute since I've posted here. There has been a lot that's been happening in my life, especially with college, but plenty has been added since the last Progress Log I posted here.
Additionally, Roa has an itch.io page that you can find be found here:
As always, if you want to see the other Progress Logs and builds, all of them are on my Patreon free to view and download, and now, you can download builds for free on the itch.io page.
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havent posted here in a while so have this sprite i made for a npc recently
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What engine/framework are you using?
And which language are you using combined with the engine?
I use Unity 2021.3.1f1, mostly because I'm too lazy to update lol, and I use English.
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some concept art for the previous post, will probably use the bottom one for another animation for my game
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idle animation i did for an npc for my game
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Roa Progress Log #18
A more minor update to Roa with a newly added inventory system, QOL, and props added. I also talk about cutting planned content from the game in order to release the game at a more reasonable pace than right now.
As always, if you want to see the other Progress Logs and builds, all of them are on my Patreon free to view and download.
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