I dunno, it didn't click with me. VS clone but you play in third person perspective sounds cool until you get ambushed from behind. Mouse sensitivity is way too low - takes me 3 swipes to do a 360 turn. "Shotgun" blast on RMB also blasts my eyes.
Upgrade menu has a ton of text to read, too much imo. Having to make consessions for an upgrade is a nice touch, but having to stop and do the reading is... annoying.
Not the biggest fun of the color palette, makes it hard on the eyes. Also with so much stuff going on it took me a bit of time to realize that a huge blue line is some guy aiming at me and not my trail bugging out.
I dunno about this one, chief. Didn't click for me. Lootboxes are a nice idea, but you don't seem to have enough content to add variety to it.
Yeah, point taken on the game loop. I'm actually working on a rework of the whole run progression system right now. I'll be back for next demo day, and hopefully it'll be more your thing when the kinks are worked out. Thanks for taking the time to leave feedback.
Really cool visuals and I appreciate the mix-up to the normal VS formula.
There is almost no feedback or warning to most of the damage I took. Every run, I got the game over screen unexpectedly. As the other guy mentioned, the regular enemies shouldn't be able to ram up my ass from nowhere, and the big green circle thingy just damages you if you touch it? I think? I don't know.
Having warning arrows both on my guy and on the ground for the charging enemies was great, but not having anything like that for regular enemies right behind me?
I get that the sniper enemy is supposed to lock onto me for a bit and then I can dodge it, but it felt gamey and arbitrary that it would stay locked on for a period regardless of dashes and slowdown. Would feel more real if it rotated to track you instead of locking on.
There was a moment when there was a regular enemy inches in front of me but my weapon was firing at an enemy further back through the first one. Not sure what the targeting priority is.
The weapon selection/chests are really not explained, nor did I know which rifle I actually had. Pressing Select gave me zero feedback and Refresh didn't seem to do anything.
EDIT: There were moments where it felt like I wasn't moving in my intended direction. Really can't explain it beyond that.
The clarity for taking damage is definitely placeholder haha. You got it on the green circle; it's part of the pyramid enemy. I'm definitely planning a tutorial that'll when I've got the gameplay hammered down.
I think I'll nerf the troopers and see how it goes, but yeah I'll probably add a very short range radar for enemies behind you once I figure out how to make it look good on the UI.
I'll have to think about the lock-on thing. A key function all the specials serve is to be able to threaten you at all ranges and speeds, and being able to just dash to disable them would definitely be something I'd need to do carefully.
It should be the closest enemy, though it might be an issue with hitboxes at super close ranges? I'll look into it, thanks for the heads up.
Yeah the whole metaprogression is definitely a v0.1 early alpha thing. It's all a total hack job since I was solely focused on making the game fun first.
Pretty fun, managed to get to level 20ish on Risk 5.
I dig the neon style and the simple visuals, the game just looks cool. Getting your firerate really high feels really nice once you are shredding enemies quickly. Really looking forward to when more weapons are implemented, that will be a fun sandbox.
I see that the game will be multiplayer at some point, but having no way to pause in singleplayer is an inconvenience. It also feels like there should be a bit more juice on firing and killing enemies than there currently is, though i think its mainly due to the lack of sound. i want to hear some impact and punchy sfx to sell the power scaling. The power ups are definitely too complex, having to read the power up options with 3 positives and 2 negatives and weigh the pros/cons of each really drags down the pace of the game but is required to play effectively. I could be wrong here, but it seems to me like reducing fire delay is way more effecting than improving auto-aim angle or range since past a certain point there are so many enemies that its impossible to not be facing a nearby enemy.
I've added ESC pausing in single player to the TODO list. Good call.
Yeah, the SFX hasn't even had a single real pass over any of it. The guy who was gonna help me with it has been super busy so I just grabbed random stuff off the web and slapped it in there.
I actually want to change how I do the whole item thing; I want to avoid power-ups mid-run and make the game a series of 3-4 minute sprints with a boss fight at the end, and then in the cool-down period you spend the level-ups. That way I get to keep the items more complicated and randomized but don't have them tearing apart the game flow. That, and they definitely need icons and keywords, but UI still needs a major pass.
Still, I'm glad to hear overall you had fun with it!
I don't think that the basic trooper enemies should be fast enough to outpace you and catch you from behind, unless you've chosen options that slow you down, or it's much later in the run.
The options presented on level up feel both too complex, yet too simple at the same time. Too complex, because each option presents multiple stat changes with various trade-offs, yet too simple because they are only incremental stat changes, nothing really game-changing.
Yeah, I find myself agreeing with this. The current state of the game depends too much on rapidly shifting your aim to deal with threats. It was only very recently I created the special enemies as a meaningful threat so it makes sense to tone down the troopers.
The items are definitely a weak point so far. This was basically just me testing the feasibility of randomized items and how to structure the stat changes on the player. Optimally I'd create actually unique items and a proc system but that's all up in the air right now.
Comments
I dunno, it didn't click with me. VS clone but you play in third person perspective sounds cool until you get ambushed from behind. Mouse sensitivity is way too low - takes me 3 swipes to do a 360 turn. "Shotgun" blast on RMB also blasts my eyes.
Upgrade menu has a ton of text to read, too much imo. Having to make consessions for an upgrade is a nice touch, but having to stop and do the reading is... annoying.
Not the biggest fun of the color palette, makes it hard on the eyes. Also with so much stuff going on it took me a bit of time to realize that a huge blue line is some guy aiming at me and not my trail bugging out.
I dunno about this one, chief. Didn't click for me. Lootboxes are a nice idea, but you don't seem to have enough content to add variety to it.
Yeah, point taken on the game loop. I'm actually working on a rework of the whole run progression system right now. I'll be back for next demo day, and hopefully it'll be more your thing when the kinks are worked out. Thanks for taking the time to leave feedback.
Really cool visuals and I appreciate the mix-up to the normal VS formula.
Yeah, all good points.
Thanks for the feedback, I appreciate it!
Pretty fun, managed to get to level 20ish on Risk 5.
I dig the neon style and the simple visuals, the game just looks cool. Getting your firerate really high feels really nice once you are shredding enemies quickly. Really looking forward to when more weapons are implemented, that will be a fun sandbox.
I see that the game will be multiplayer at some point, but having no way to pause in singleplayer is an inconvenience. It also feels like there should be a bit more juice on firing and killing enemies than there currently is, though i think its mainly due to the lack of sound. i want to hear some impact and punchy sfx to sell the power scaling. The power ups are definitely too complex, having to read the power up options with 3 positives and 2 negatives and weigh the pros/cons of each really drags down the pace of the game but is required to play effectively. I could be wrong here, but it seems to me like reducing fire delay is way more effecting than improving auto-aim angle or range since past a certain point there are so many enemies that its impossible to not be facing a nearby enemy.
Good stuff! Keep up the good work.
Thanks for the feedback!
Still, I'm glad to hear overall you had fun with it!
Stylish visuals, I like it.
Anyway, good stuff, keep at it.
I appreciate you taking the time to review it!