really nice game! >;D Here are some flaws i have with it though.
Flying option: Since Daring Go is a pegasus she should fly and overcome obstacles that way! It could be made like in sonic games where tails can only fly a limited amount of time before getting slower.
AI of enemies improve: The Ai wasn’t even so bad! I liked how they tried to make it hard by waiting for the right moment i go near them to attack me. The only action i can’t understand is them jumping off on their comrades. It’s hindering for them and doesn’t makes much sense!… That’s about it aside the typical options for games: Health Bars, multiple challenge modes, Time Attack, etc.
I remember, but i see potential for flying gameplay. It could be possible to let her wings damaged for the first levels.. (tutorial) and later her wings heal and she will be able to fly for a short time to beat high obstacles or evade enemies by flying over them!
able to run to the left and die. lol. colliding with a solid object (walls) causes you to lose grip on vines vines appear to have the same weight and inertia all the way down, so the ends can flip about erratically very tough to scoot down a vine to get more swinging leverage you can accelerate into a swinging circle on the single segment vine cats can jump on and stun/kill one another (saw the lynx kill the panther). saw this behavior later in what appeared to be a spawn error, where one cat was stuck above another but no stuns
the checkpoint orbs had me confused, I was like SHOULD I BE COLLECTING THESE? so next step: switches and event triggers!
I just played it and I haven't managed to reach the end, I want to know if it's possible to do some combination of attacking? Like bucking or something. And the staff lighting up will be awesome as well. The vine-climbing is going to be nice as well.
Well, one thing for sure, this is a really awesome game. I'm sure this will be awesome in its full game. :3
only things i see as a partial problem are some of the jumps are either requiring perfect timing or or just nearly impossible to make without being hit by an enemy. other than that the vines worked well. for those though i would enjoy seeing the ability to slide down then instead of leaving the vine completely when you hit down. kind of like how link swings on ropes and such in wind waker and twilight princess.
Oh ... seems I was mistaken about it remembering which enemies you defeated already or not.
In one pass, I remembered a cheetah leaping at me at a certain point, but after dying and returning to that point, it wasn't there the second time, so I assume it just remembered I took it out. Guess I was wrong.
The checkpoints seem to work perfectly as near as I can tell. When you die, it takes you back to the most recent Checkpoint that you passed, and that includes if you choose to backtrack to a previous checkpoint. It returns you somewhere close to where you last were, just as it should.
I also notice that the game seems to remember which enemies you have already cleared out of the way this time after resurrecting at a checkpoint, rather than the entire stage resetting like it did before. I like this. When I imagine myself playing larger, longer stages that are more challenging, it would take a bit of the sting of failure away if I know that the path ahead to where I ultimately failed is at least cleared (presuming I dispatched the enemies rather than simply avoiding them). That gives a little bit of incentive to actually defeat the enemies you pass along the way, in case you mess up later.
The variant character behaviors are nice, so they are not simply running back and forth all the time, but will sometimes leap at you, or stand still and sort of stare you down, catching you off guard when they decide to pounce. That makes things a bit more interesting and exiting. Good Job.
I also notice that the three classes of cats take different amounts of hits to destroy now. That makes sense, and makes the tigers even more menacing, just as they should be.
The vines are a fun addition as well, though I agree with others statements that there should be some way to shimmy down vines if you grab on too high, or climb up them. There is no reason to do so yet, but I'm just thinking about the future and how they might be used in more full scale stages.
In regards to flaws/glitches, I notice that the final Panther still does not appear until AFTER you leap down off the final platform, which makes that jump a little nerve-wracking since you can't see what you are trying to avoid until it's too late.
However, after being killed by it once, when I returned to that point again I noticed that it was visible running back and forth now upon the second pass, as it should have been from the beginning (in my opinion anyway).
Okay, enemies are delaying sometimes. Like, they only jump after you assed them. And I assume the wands are checkpoints? And one time, an enemy killed one of his own kind. Not sure if that's supposed to happen. Also, random frame rate drops at times. Hope that helps a bit.
Very awesome, and the graphics are very amazing. One thing I would suggest though is making the down arrow shimmy down the vines, instead of just jumping off - if you land too high up on a rope, you might want to be lower to make the next jump, but hitting down just throws you into whatever lies below.
There's a... wand floating in midair? It's right after you've passed the liana section. I stayed there for a while, checking out this wand, and suddenly this enemy fell in the corridor and is now stuck there, running and jumping into the wall.