Feed the Crown: Deluxe Edition (PLAYABLE DEMO)

I found that it helps to hold the flutter button along with the jump so that she flutters at the earliest moment near the peak of her jump. Even with this there is a delay so you won’t be able to nail flutter at the peak of her jump, but it does take out the guesswork!

I know I left some feedback in the survey regarding some things but a couple more thoughts:

Re: Wooden Platforms and Weight Levels. I admit it surprised me how quickly they broke upon stepping on them. Maybe an audio cue would be useful?
Weight 1 - no effect
Weight 2 - a slight creak
Weight 3 - a crack with a slight pause, allowing the knight time to jump off, then break
Weight 4 - immediately break through, as shown in game.

Also to further help delineate the weight stages, I agree with EarthboyJAK’s comment on heavier weight = longer stun time on the pig knights (with a different audio effect for the heavier hit). A little compensation in stopping power for the loss of speed and mobility.

I also like how you bounce off the pig knights- I could see some trickier platforming challenges in the future utilising this “piggy backing”!


Edit: I might as well keep tacking on ideas to this. A thought for a Hard Mode: not only fewer checkpoints but also at the point where you cross a hazard sign, the game resets the food pickup if you die before hitting a checkpoint again. It’s easy to go though the obstacle and then die to skip having to traverse it on the way out with your prize secured. Good for speedruns, but I think a reasonable challenge should be to make it back through the obstacle unscathed.


Re: Mouse Knight, I don’t mind her small sprite (although it doesn’t look like her expression changes when she eats, unlike say the Bird Knight). It would be nice to capitalize on this small stature. Along with getting into small nooks and passages, perhaps their small stature makes it easier to shake off pursuit? Either it’s easier for pigs to lose sight of them or they can hide behind scenery, perhaps.

Adding to an earlier point about the MK’s weight, then perhaps this can be reflected in the above ideas- MK can only break a wooden platform at Weight 4, at Weight 3 the wood cracks but doesn’t break. Also, MK stuns the pigs for the least amount of time due to her small weight overall.

The combat roll is fun (my favourite thing is diving mid air at a pig knight’s head to stun 'em - pow!). To compensate for the loss of stopping power, perhaps the combal roll can be used as a dodge to safely move through baddies (short cooldown in between)? Heh, if you do dive at a baddie’s head, the extra force could confer a higher strength stun.

I feel with the MK being so physically different to the other two knights, the gameplay (particularly the combat/enemy engagement) should reflect that.

PS: Also props to the music. It’s pretty groovy!

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