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Slug Doug Prototype's itch.io pageJudge feedback
Judge feedback is anonymous.
- I am really impressed that you were able to create everything that you did, in Unreal Engine, as a first time solo dev! Mad props to you! I've worked quite a bit in UE5, and getting that to work, and then successfully 'building' it as an HTML5 is wicked. Nice job! There are some clear bugs, even beyond the ones you mentioned with the animations, lighting...etc. When I possessed the red enemy and fired his 'fireball?' It always went backwards, and I never saw it do damage to any enemies. It would just sit in the air in place faced in the wrong direction. Additionally, I think it is probably a bug that the enemies don't attack you while you're possessing one of their own. Unless that was intended. There is also a bug where after you finish possessing the blue enemy, your slug mucus attack has the sound effects of the blue enemy attack. The sound and music were well-implemented otherwise. The game fit the theme of 'you are the weapon.' The GDD is a bit sparse, I would love to see a Development Timeline that allows us to see what you wanted to accomplish, what you finished, and what you had to scrap for other priorities. It seemed you had a lot of issues uploading this game, and maybe even in development, but I want to encourage you that you did a great job as a first time solo dev! This is a great offering to this Game Jam, even for a team of 2-3! Trust me, I've seen 40+ of these games already, you should be proud!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1qt0YlvXNrOO8xDenwfaT8S5j2f8mjmlFl5wqijqDRbM/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Play as a slug who can fling himself at enemies and use their own guns to take down... other enemies! They Spawn it waves so fling yourself into enemies to heal a little or more depending on the strength of the enemy.
Please explain how your game fits the theme:
Doug is a living weapon as he can possess the weapons of his enemies and turn them against their own faction. Also yes the title is a pun because slug, gun slug, bullets can be called slugs haha... ha. haaaaa....
Is there anything you'd like the judges to pay particular attention to?
HTML5 did not like my models so I had to replace them with static t-poses, and itch.io does not like unreal engine's web building ui so that's what broke my ui. Please press the fullscreen button inside the embed to make it scale better.
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Comments
I love the name of the game so much. Slug Doug. It just rolls off the tongue so well...
I like how the enemies are color coded, and each one of the different colors are directly correlated to the weapons and health they have. Turns out this slug is quite the trouble!
I did run into an odd glitch at the end of my run where I had possessed a black suit enemy, and my timer to go back to my slug ways never ran out. When I tried unpossessing him by right clicking, I lost control of the character and couldn't move the camera or the character.
For a first time solo dev attempt at a game, this is quite impressive! A shame that the animations didn't work, but this game is a pretty strong first stepping stone to slug greatness. It'd be interesting to see what other things could Slug Doug eventually possess. Well done!
Slugdoug slugdoug slugdoug COUGH
Oh you are completely right, this slug is trouble! Also I have finally found this glitch- thank you for pointing it out as well, that helped me narrow it down- and it will be defeated in HOPEFULLY the next update! I'm condensing and streamlining my code on top of adding new mechanics and assets and menus and options and. Yeah there is much development happening for our Sluggy boi!
Thank you so muchly for playing, and thank you for the kind words as well they are so encouraging <3!!!
This is a fun one. For some reason I think the t-poses is pretty funny and it makes me enjoy the game a bit more. The gameplay is not bad at all with all those enemy variants. Feels like you do put a lot of effort into making this game! Speaking of variants, I think the blue one (explosive) is quite powerful and can really clear a room full of enemies with ease. Don't know what the black one does, maybe higher health?
Anyway, good job on making the game! Keep on the good work!
Aww thank you! the tposes are endearing but alas they will be replaced. However.... they will live on in the death animations ;P I will be changing my balancing quite a bit, and trying to make the explosive enemies not do all of doug's work for him eheheh! You are correct, the black ones (internally called generals) have higher health, I didn't have enough time to implement more for them besides that though. Thank you again so much for playing!
Fun entry! Nice job on getting the submission in! Sorry you couldn't get the animations working, that stinks :/
I like the overall possession mechanic, but I wish the enemies would hurt the enemy you're inside. Also it feels weird for the guard's bullet gravity from the enemies to be so heavy during possession. I would suggest using a raycast and to send a mesh out as visual feedback instead!
Solo dev is hard stuff so great job on that! There's a lot of different enemies going on and I think with more time and practice this could be cool!
Good job!
thank you! I actually spent approx 2 hours before i submitted just troubleshooting the enemies animations and models alone- i even duplicated my slug actor and imported every blueprint into that one and fixed all the errors that causes just to be sure it wasn't a settings difference! It wasn't XD. didn't want to get too close to the deadline so here we are lol.
Ill add that to my notes- I had a different idea in mind, but I'm on the fence about it so of my idea doesn't pan out I'll try implementing their ai aattacking doug-in-the-enemy! I will definitely be altering the bullet gravity (actually, debug it... those bullets have gravity set to 0 already. It might be an engine bug tbh).
Thank you again! 😊
Good game, I like the explosive weapon. But I wish the game would allow me to take down enemies faster. It does feel weird to stand face to face and doing a little damage.
I think you are absolutely correct, I will balance out the damage so that things feel better pace-wise. Thank you for the critique! <3
I had fun!! I feel like this could totally be expanded to a very addicting gameplay loop, maybe a dungeon crawler-type game where you have to take Doug to a specific spot and get there by possessing/eliminating the soldiers? Side note: I think I got a bug at some point where doug started moving on his own and possessing soldiers wasn't working. Regardless, good job!
ohh i like the assassination-geared level idea, I'll add that to my notes! Yes I have plans for ol'Doug so development will continue! Also ooo I haven't encountered that bug before so I'll also add that. Thank you so much for your feedback and I'm glad you enjoyed it!
Very fun game! Really cool concepts and mechanics, though it would be nice to add a sensitivity setting. I also feel that the bullet drop off is a bit aggressive for the green soldiers considering they're bullets, otherwise a great game!
thank you! And thank you for the crit, i'll add the sensitivity setting to my dev notes, very valid and i didn't even think of it. You are right about the bullet drop off being too much, that's 100% going to be something i change. also increasing the speed.
“I want to be a slug and possess the souls of my enemies” is a sentence I never thought I’d say to myself. Nice job!
thank you! And i will be updating as time continues on, though it might go executable at the point where html5 fails to handle 3d.