Heh, glad you enjoyed that joke Uma.
Thats a pretty big list, Gonzo, so letsee...
killing an enemy should be alittle betterThat's already on my list, I'm not quite satisfied with how enemies die right now either.
i didnt really like the "flow" in sword swinging... it should have alot more flow, and faster reactionMmm... Right, in this game when you use an item or whatever you have to wait to stop before you can hit the key to do it again, but that's not quite how it should be. *adds to the list*
rolling is at a constant speed and has a delay at the end
i have acceleration based rolling (ie. 4 - 2 - 1) and no delay at the endThink of the delay afterwards as a recovery time to get balanced on your feet again after rolling, it's also to slow you down just a bit if you try traveling by rolling repeatedly. I'll try adding a bit of friction to it to see if I like how it feels.
nice 360 effect
ie. makes the game seem faster and more demanding
it also makes it seem abit too synthetic I'm not entirely sure what you mean by 'a bit too synthetic'
very nice water, though it seems to demand some cpu and could be a killer in larger mapsCould, I've got a few ideas for optimizations to deal with that though, that and you can disable it, and use normal GB water if it's still slowing the game down too much. The option isn't in the menu yet, but the setting is in the .ini file.
the map scrolling is awesome, but it stops at some point in the scrolling (on this comp) as if youre initializing alot during the scrolling sequence (bug)Not entirely sure what you're referring to, sounds like a loading time to me though, thats not really a bug, not much I can do about it if it is from loading.
destroying bushes and grass could have more mechanics in them, especially randomnessYeah... I realized I accidentally made it so the leaf particles only spin counter-clockwise, there's a couple other settings I might want to tweak for them too. *adds to the list*
drop rate too highMmm... Yes, I suppose it is. *adds to the list*
enemies pushed way too far when damaged (look at how i did it and see if you like it)Seems like a personal preference. I kinda like how powerful it makes your attacks feel in this. Yours actually seems really bad to me, they don't get pushed away at all, in fact right after I hit one it walked into me and hurt me when I still couldn't move from swinging my sword.
player is sometimes moved/translated too far into a map after mapchangeActually the transitions in this game are seamless in that you don't lose control of Link while they're happening, if it seems he moved too far into the map it was because you walked that far in while the transition was occurring.
no invulnerability for a short duration after falling in a pit, also the player seems to get damaged WHEN he falls
classic zelda is damage after respawn + invulnerability for 8-16 ticks depending on your gamespeedHmm... I could have sworn you did have invulnerability for a short while afterwards... Could be just during the short while that you can't move afterwards though *adds to list* As for when you get damadged, I checked and it seems right to me, it's on the respawn not the fall.
enemies cant be made fall down in a pit, ie. if you hit them and they are translated onto a pit section they should fall down and dieAh, I think I know why the enemy deaths don't feel right now, not exactly that, but it is related. *adds to list*
it also would be nice if you just upped the screensize
not the gamesize, just have the game at 2x zoom with no blur... its just too small imoWe told you to hit F4 for graphics options, among them are settings for full screen, and scaling the size of the window up. Sorry but GM just does it's window scaling with a 'blur' but if you set the game to full screen and set the option so it sets your display resolution it won't have to scale it.
Thank you for all the suggestions, I really appreciate it!
Oh and
try my game and you wont find any bugsAh, getting a little cocky aren't we? Assuming you mean Tower of Gonzo, I did find several. I'll post them in it's topic though.