Feed the Crown (Roops' Submission)

Hey there, I decided to make an account so I could leave some comments about this game. It was an enjoyable little platformer with puzzle elements, and I quite enjoyed it! Using a mixture of shared levels and knight-specific levels is a pretty clever way of showing off the unique abilities of each knight. Since each knight has to approach the shared levels differently, it helps keep them from getting stale, especially when they have knight-specific areas and boxes.

I noticed that someone earlier mentioned that they encountered an issue where some levels or feeding scenes would be skipped. I also had this problem, and I believe I know what triggers it. It seems that if you press Up multiple times while standing in front of a level’s exit, you’ll advance by that many levels instead of just one (e.g. if you’re on Level 2 and you press Up 3 times, you’ll end up on Level 5 instead of Level 3).

The Cat Knight can feel a little awkward to control at times due to the fact that if you jump while pressing up against the wall, you won’t get the full height of the jump due to the Cat Knight immediately attempting to cling to the wall. It also just feels a bit strange to me that the wall climbing ability essentially amounts to unlimited small jumps while pressing up against a wall. (Perhaps it was just easier to code that way?) I think it would have felt a bit easier to control if it worked something like this:

  • Pressing Left or Right against a wall allows you to cling in place (but does not interrupt the ascending part of your jump).
  • If you have downward momentum when you attempt a wall cling, you’ll slide down the wall a certain distance before stopping. Said distance depends on your momentum and weight.
  • Pressing Up or Down while you’re in a stationary wall cling (still holding Left or Right) causes you to climb up or down at a steady rate for as long as you hold Up or Down.

This is just a suggestion, though, and I don’t know how difficult it would be to code, so just ignore me if I’m suggesting something impractically difficult.

I agree with what others have said about the need for checkpoints and the difficulty spikes. I managed to get through the Bird Knight’s final level unscathed with a bit of luck (I happened to pick a good time to start working my way through the Pig Knights), but I actually couldn’t beat the Cat Knight’s final level by any method other than saving all my health so I could damage boost twice off the spikes. The fact that I had to go through all the other (much easier) levels and the full-length feeding scenes just to get another crack at the one actually difficult level made things much more frustrating. I definitely understand wanting to make the best ending hard to achieve, but having to redo a lot of trivial stuff on each attempt is just tedious, not actually difficult.

Oh, and one more thing… Since there’s been some discussion about adding new knights, I guess I’ll throw in my own off-the-wall suggestion: Armadillo Knight! Ball up and bowl over obstacles and enemies alike! You’re invincible while rolling, and you can even crash through certain barriers if you’re heavy enough! However, once you start rolling, you can’t stop until you hit a solid wall (or wall spikes–ouch!), so be careful where you aim!

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