Splash Candy, the refreshing 2D Soda Action RPG
Splash Candy is a soda-inspired 2D Action RPG that offers a refreshing and relaxing take on a familiar genre with new soda mechanics.
Splash Candy has action-skill style of combat that you may find familiar if you enjoyed games like Maplestory, Hades, or Valdis Story: Abyssal City. You play as a being made of pure soda, who is out to defeat their enemies by using their own life force to fuel their attacks. Improve your skill abilities, and level up to take on stronger foes. Refresh yourself from near death by dodging enemy attacks to evade danger, recharge your soda and open up a new can of whoop-ass!
Hey everyone! First time here. I am working on my first commercial project and would absolutely love some feedback.
Controls and mechanics are explained in game.
Please enjoy my game and leave me some feedback! I want feedback on the core gameplay to improve it or change it before digging any deeper into extra systems or content. I'm also looking for feedback on the experience, as I want this to be refreshing and relaxing. Do the mechanics make sense for the premise? How do the abilities feel? Does the game feel refreshing and relaxing?
Update:
I created a Mac version, but I don't have a Developer's license so there's a bit of a workaround to make it playable that you will need to do. Sorry for the trouble, I tried to find the best way!
When playing on Mac you may be unable to open the file. Here's what you can do to launch the game:
December 6th Update
I've made a new build, iterating on the gameplay and adding some feedback from you guys. For this build specifically I want to test how the main flow of combat feels. This build is a bit more hacky and mashy, so it's a little rough right now, as I'm just focusing on the core mechanics. The mechanics have changed, so here's what you need to know:
Controls
Mechanics
It would be awesome if you are able to play up to the boss and let me know what you think.
Interesting game, not a style I've played before, and I have to admit the controls were slightly confusing at first, although I feel like I got the hang of them by the Electric boss enemy.
The graphics are great - they're simple, look good, and make sense. The enemies have their own personalities which I like. The sound effects were good as well.
A bit of constructive feedback:
In terms of experience, it was at first confusing, then engaging, then I realised if I just move left and right while mashing WASD (while fighting the boss) it was rather easy and I never died. I think the controls could do with tweaking slightly.
I think, with a bit more polish, and maybe a slightly more in-depth tutorial, this could be a very popular game, as it is, I found it fun once I had worked it out, but for the first 10 minutes I had very little clue as to what I was meant to be doing - I didn't even know you could double jump, so I got stuck trying to use jump+dodge to get up a platform.
Keep up the great work - I look forward to seeing how this develops!
@atayif
Thank you for your great feedback! The point you made about the dodge mechanic and what your playstyle came to be is interesting, I'm glad you shared that with me. I also felt the same about it, but didn't realize until you brought it up! Perhaps I can actually use that for the design-- try to dodge weak enemy attacks in a mob though it may be unpredictable, or seek out a lone elite enemy to dodge; they may be more predictable but also more powerful and faster. I'll play around with it.
Also greta tips for the mechanic! I will definitely be refining the mechanic more and making it shine. Thanks again!
@IronScorpion
I'm glad you liked the art and enemy personalities! I was aiming for some zelda-style kind of enemies, that have their own kind of personality so that's great.
I agree about the respawning, i'll likely make it more like hallow knight. Currently the coins do not have a use, I was planning on being able to purchase skills and upgrades with it but wanted to get feedback on the gameplay first before I go and build off of it.
Do you remember how you crashed the first time? So sorry about that! I don't have save systems set up yet.
Thank you so much for your feedback! I'm happy to hear you think it could be a great game, I will definitely be making more progress on it and hope to show it off again soon :)
Really nice game! First of all, I just wanted to say that I really like your art style - it's very original and refreshing. As for the game - I managed to finish it, and it was rather nice once I "got" it, even though took a very long time (more than half my play time) to get there. I liked the concept of dodging to heal, and the constant switching between helpless, frantic dodging when at low health and slaughtering all enemies with ease when at full health.
I think the weakest point in the game currently is how hard it is to understand it, so I'll focus my feedback on that. The main problems (at least in my opinion) are the lack of a tutorial and the huge amount of mechanics from the very beginning. The first problem is rather easy to solve - I assume the giant info dump at the beginning is temporary - but I think the bigger one is the second.
I suggest you introduce the mechanics over time - for example, start the game with only dodging and the main attack - and slowly add the other skills through checkpoints, bosses or permanent upgrades. I didn't use dodging at all until the room before the boss, as I thought it was yet another skill, so maybe move it to a different control (like shift) to emphasize its importance.
The game was rather fun throughout all of it - even when I didn't understand anything, the great graphics and FX carried the experience - so it's definitely a good direction. As for the abilities: the bottle attack was a nice all-out move, although as I said, I believe it should be unlocked later in the game. The grapple was weird - I understand the concept of drawing in enemies in order to dodge them, but it was a bit too weird and unwieldy, so I never used it. Maybe make so it also deals high damage, for a more high-risk-high-reward type of move? Or buff you if you successfully dodge after using it?
Overall, this game has a lot of potential, and is already rather fun - with a tutorial and gradual unlocking, I believe it would be a great game! Good luck with it, and I hope to see a full version in the future :)
Really awesome feedback! I'm actually really surprised you figured out what I was going for on your own, that's really awesome! Introducing the mechanics one by one makes a lot of sense, thanks for that. I plan to create a real tutorial later down the road and introducing things, so for now just a control screen had to suffice.
I want to make the game more readable and understandable, as I know the game is a bit unintuitive, and the abilities don't make a whole lot of sense for the premise.
I'll try out a different control scheme for the dodge, shift does make more sense. I'll also see what I can do about the grapple move, I did intend it to be used as a way to get a dodge off, so I'm glad you figured that out.
Super happy you like the art and sound direction. If you want, you can join my discord to follow updates to it, you'll be the first to know :)
Thanks again! Very appreciated!
Hi @RayFlower
I've been playing the game the last couple of days, so wasn't able to see everythin yet.
First off, I wasn't able to finish it. I got stuck with the "electric enemies" that seem to be able to one-shot me. Is there a trick to defeating those?
Graphics
Sound
Sound effects work well for this game. Music would ad a lot. Chip tune perhaps?
Mechanics
Conclusion
I think you have the core gameplay loop down. I also think you have all the elements for a great game. Would work well on Nintendo Switch. The gameplay just needs a bit more balancing and the overall product needs a bit more polish like how you introduce mechanics/abilities. Something like a story/motivation: why am I doing what I'm doing? Especially because you have a likeble player character. And add music. :D
What are your plans for this game going forward? I saw you created a Discord server, so I'm guessing you are serious about this game. Hope you are and we will see a formal release in the future!
@maartene Thanks so much for playing and the extensive feedback! Really, this is all great stuff.
By the "electric" enemies, I assume you mean the new enemy type in the red area, right? They're just stronger but otherwise act the same. The thumbnail I have here is a mockup I made for the game, I intentionally used it rather than a screenshot.
Yea the Mac version isn't optimized at all currently, I am aware of the resolution issues and not being able to full screen it. I'm currently working on just the Windows version, and will consider a Mac-supported version in the future.
I'm glad you like the art, it seems it's the game's best feature so far! I'm pleased with that. I'm iterating on the gameplay and abilities right now, so I hope to have it make a lot more sense, and have it tie in with "soda" more.
Thanks again for the awesome feedback!
I plan to sell this game, so currently im working on the core gameplay, the loop, and the long term systems. Once I have that figured out I will start content production.
As for right now getting feedback on what I have is important and if you or anyone else wants to keep up with my game you can join my discord, I'll post updates there :)
https://discord.gg/DwFSgDV8J8
Hey! I didn't read everything above, so sorry in advance if I repeat some things :D
So here is my feedbacks:
Good job so far! I hope I wasn't to harsh ^^. Good luck for the rest of the development ;)
@Typyx Thanks for playing! That's some good feedback, I'll definitely be taking it into account down the road. Yea perhaps the slower movement isn't as fun as I was thinking, I wanted to create a "refreshing" experience, so I did it with the idea of beign fast again would feel refreshing. I'll keep it in mind for the future.
Thanks again :)
@RayFlower I've been playing the new build for a couple of days now.
What I notice that the game feels tighter, probably due to the changed controls. I can get through levels much faster.
What I do notice is:
Is there anything in particular that you would like feedback on?
@maartene The intended design is that you fight the enemies, so thay's an oversight by me, I'll solve that for next time. Which room exactly did you get stuck in? The first room after entering the red area, or one of the ones past that?
Mostly looking for feedback on just the combat itself right now, but you brought up some good points about just running past enemies.
Hi @RayFlower , I finally finished the game! I now understand that you actively need to kill enemies to level up. I was having too much fun jumping and dodging enemies. And while attacking enemies, I found out that sometimes you get health back.
Having now seen the whole game, I think there are two main places for improvements:
Other than that, excellent core game. Lots of room for expansion: more levels, more abilities (skill tree?), more enemies, loot?, stats?, …
@maartene Thanks again for the feedback, I didn't realize you played it some more, thanks for going above and beyond my expectations! Thats awesome you managed to finish the game! I know it's quite difficult right now, I haven't balanced the health/damage yet, so I'll keep that in mind as I get more into it.
You are right, the mechanics don't do a good job of telegraphing what's actually happening. You were getting health back by dodging, and this wasn't communicated that well. I want to make things more intuitive and easier to understand so that's great feedback from you.
Thanks again for the amazing feedback!
Interesting game so far!
The variety of abilities is interesting, and the effects and flying numbers make them all feel good to use.
I have a few comments on the main "dodge to refill" mechanic.
I like what you're going for, but as I advanced through the game, my playstyle became this: Use up the HP to attack a big group, then find an isolated enemy, use it to recharge HP, then go back into the big group and go ham. This made it feel like I was playing two games, an action one where I'm beating up lots of enemies, and another one where I need to time my dodge. I noticed that I was playing like this because in a big group, it's impossible for me to dodge without getting hit anyways.
I think my main issue is that I must find an isolated enemy to recharge, but at the same time being in the middle of a group and spamming abilities to get all the numbers is a highlight of the game. Also, dodging an isolated enemy is not difficult, meaning the game might as well just refill my HP when I'm out of combat for X seconds.
I'll suggest some things that I think will make the game more fun for me personally:
I did complete the game, and I did enjoy it, but I think the levels and enemies should be designed in a way that makes the dodge-to-refill mechanic shine.
Good luck with your projects!