Hello, first of all a want to acknowledge the fantastic work. Now i got a cuestion, i have a steam deck, the game works there? I am very interested in buying it to play there.
This game is like a dream come true and I would have honestly loved it as a kid.
As an adult however I want to try and provide constructive criticism.
Even though the sprites looked nice, I just felt that the sizing between mons was very off, and in many levels I encountered problems with the hitboxes on both my characters, and the enemies that I faced against and it was very annoying how some mons just cannot hit some enemies at all, due to the sizing or hitbox problem.
There is no way to switch characters between levels, and that is just a shame, because the mechanics in the game make it so that different mons have advantages and disadvantages between the levels, such as how the Agumon line does well in the desert level as it doesn't receive heat damage, or how the Gomamon line does well in the water and ice level since it doesn't receive cold damage and can swim, and there are even mons that are not affected by the darkness since they can see in the dark, so I was just saddened as I found unlockable mons on my first playthrough with Agumon, but had to wait until I either cleared the game, or went back to the mode select screen but that just reset my progress in the stages, and I had to start from the first level again, even if it was nice that the unlockables and collectables were kept, so I can only recommend that the character switch shows up at the start of all levels to allow people to switch mons as they like.
I thought it was annoying how some boxes could just not be broken at all by some mons, even as they were on their ultimate or mega levels, and this made the arena more tedious, as the giant meat was always kept inside a box between the levels, and if your mon could not destroy the boxes, that means that you had to let yourself get killed between some bosses, as the only way to replenish your health, and I won't complain too much because at least you have infinite lives to do that, but it would be better if an update fixed it, and the recommendation would be, so that rookies need to use their projectile to smash the weakest box, while champions can melee the weakest box and will need to use their projectile for the crates, and then ultimates can melee the crates but will need their projectile for the metal crates, and then mega and above can break all boxes with their melee or projectiles.
One of the things that I did not like, was that once you evolved a mon, and you reverted the evolution on the mode select screen, you actually needed to collect more points to evolve it again, and I feel that is not only annoying but unnecessary, as you already spent points to unlock it, so I would recommend making it so that once you unlock an evolution, you can evolve or de-evolve as you like from the pause screen with no cost whatsoever, and this would actually make exploring the levels better, since for example Metal Greymon has double jumps and a longer reach with his metal arm, which makes for picking up certain collectibles possible, while if you just evolve him into War Greymon you lose the double jump as it gets replaced by a glide, and his Anti-Dramon claws don't have as much reach as the previous evolution metal arms.
Aside from what I mentioned I still find the game fun, and I would love to see it more polished and improved. And heck if someday a multiplayer co-op mode gets made, or even a PVP mode then that would just make it even better.
Thank you for your feedback! This game was made 3 years ago and I don't intend to go back to it for now, but I'll address your criticisms:
Every mon was tested throughout the entire game, so even if sometimes awkward, it's possible. That's the nature of trying to do interesting levels considering 90 different characters with different hitboxes and sizes. I had rules for how tight a space could be and that really hindered the level design process. That's one of the reasons I'm not interested in coming back to this game specifically, I'd rather make something new.
Conceptually, it was supposed to have a character select totem at the beginning of each level and a level select. Both are implemented and it's very easy do code. But it was just boring to play like that. While testing, I enjoyed it way more having a single mon for an entire stretch of stages instead of this convenient freedom of selection. Made the journey way more memorable. If you don't like it this way, it's fine. But know that it was 100% intentional.
The boxes are a nightmare themselves even for me, so I agree with you. I even started developing an update that replaced their destruction triggers from specific powers to just the mon's evolution stage. But I never made it public, which is a shame. I'll consider it if I go back to a new game.
I never thought about reverting evolution stages and then wanting to go back to the original stronger form. I added that de-evolution totem as a request from a player back then. I'll keep that in mind, it's useful to know that. I never used it playing it, just for testing purposes.
Thank you for putting your time in the game and in your thoughts about it. I really appreciate it!
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Hello, first of all a want to acknowledge the fantastic work. Now i got a cuestion, i have a steam deck, the game works there? I am very interested in buying it to play there.
Thank you!
As for your question, you can't buy this game. The donation section is completely optional. This game is for free.
But I don't have a Steam Deck, so I have no clue if it works there haha
This game is like a dream come true and I would have honestly loved it as a kid.
As an adult however I want to try and provide constructive criticism.
Even though the sprites looked nice, I just felt that the sizing between mons was very off, and in many levels I encountered problems with the hitboxes on both my characters, and the enemies that I faced against and it was very annoying how some mons just cannot hit some enemies at all, due to the sizing or hitbox problem.
There is no way to switch characters between levels, and that is just a shame, because the mechanics in the game make it so that different mons have advantages and disadvantages between the levels, such as how the Agumon line does well in the desert level as it doesn't receive heat damage, or how the Gomamon line does well in the water and ice level since it doesn't receive cold damage and can swim, and there are even mons that are not affected by the darkness since they can see in the dark, so I was just saddened as I found unlockable mons on my first playthrough with Agumon, but had to wait until I either cleared the game, or went back to the mode select screen but that just reset my progress in the stages, and I had to start from the first level again, even if it was nice that the unlockables and collectables were kept, so I can only recommend that the character switch shows up at the start of all levels to allow people to switch mons as they like.
I thought it was annoying how some boxes could just not be broken at all by some mons, even as they were on their ultimate or mega levels, and this made the arena more tedious, as the giant meat was always kept inside a box between the levels, and if your mon could not destroy the boxes, that means that you had to let yourself get killed between some bosses, as the only way to replenish your health, and I won't complain too much because at least you have infinite lives to do that, but it would be better if an update fixed it, and the recommendation would be, so that rookies need to use their projectile to smash the weakest box, while champions can melee the weakest box and will need to use their projectile for the crates, and then ultimates can melee the crates but will need their projectile for the metal crates, and then mega and above can break all boxes with their melee or projectiles.
One of the things that I did not like, was that once you evolved a mon, and you reverted the evolution on the mode select screen, you actually needed to collect more points to evolve it again, and I feel that is not only annoying but unnecessary, as you already spent points to unlock it, so I would recommend making it so that once you unlock an evolution, you can evolve or de-evolve as you like from the pause screen with no cost whatsoever, and this would actually make exploring the levels better, since for example Metal Greymon has double jumps and a longer reach with his metal arm, which makes for picking up certain collectibles possible, while if you just evolve him into War Greymon you lose the double jump as it gets replaced by a glide, and his Anti-Dramon claws don't have as much reach as the previous evolution metal arms.
Aside from what I mentioned I still find the game fun, and I would love to see it more polished and improved. And heck if someday a multiplayer co-op mode gets made, or even a PVP mode then that would just make it even better.
Thank you for your feedback!
This game was made 3 years ago and I don't intend to go back to it for now, but I'll address your criticisms:
Every mon was tested throughout the entire game, so even if sometimes awkward, it's possible. That's the nature of trying to do interesting levels considering 90 different characters with different hitboxes and sizes. I had rules for how tight a space could be and that really hindered the level design process. That's one of the reasons I'm not interested in coming back to this game specifically, I'd rather make something new.
Conceptually, it was supposed to have a character select totem at the beginning of each level and a level select. Both are implemented and it's very easy do code. But it was just boring to play like that. While testing, I enjoyed it way more having a single mon for an entire stretch of stages instead of this convenient freedom of selection. Made the journey way more memorable. If you don't like it this way, it's fine. But know that it was 100% intentional.
The boxes are a nightmare themselves even for me, so I agree with you. I even started developing an update that replaced their destruction triggers from specific powers to just the mon's evolution stage. But I never made it public, which is a shame. I'll consider it if I go back to a new game.
I never thought about reverting evolution stages and then wanting to go back to the original stronger form. I added that de-evolution totem as a request from a player back then. I'll keep that in mind, it's useful to know that. I never used it playing it, just for testing purposes.
Thank you for putting your time in the game and in your thoughts about it. I really appreciate it!