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PANDORA: Legion of Two's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #35 | 4.000 | 4.000 |
| Sound/Music | #35 | 3.833 | 3.833 |
| Art / Graphics | #40 | 4.167 | 4.167 |
| Controls / UI | #56 | 3.500 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
First time. Super excited.
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Strategy
Turn-based | Card Games | RTS | 4X
Rating
For 13+
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Comments
PANDORA: Legion of Two is an original game that mixes strategy and top down shooter in a very fun and entertaining way! The aesthetic and ambience are great too! Also getting constant updates from it's developer. Totally recommended.
Overall in the current state of this game, it's hard to find much positive about it, the game as a whole needs work. As it is right now, it's damn near unplayable. Despite my best efforts I couldn't get very far, and seeing a quote or even what is effectively a wikipedia article on fascism it felt somewhat pretentious or even demeaning of the player.
Thanks so much for playing and for your comments.
It felt really painful to watch.
The mixture of you being ignorant to all the information that the messages give and then complaining sarcastically about the things that the popup messages tried to tell you ( the main mechanic of focusing your shot with pistols and rifles) is just soul crushing.
I guess if i wouldnt be the dev and know how many cool subsystems are implemented here to make the enemies and weapons and everything feel really tactical, i would have got a good laugh out of you destroying the game.
I dont know why you are seeing stuff outside the actual room, it does not happen on two of my laptops, with monitors or without. I assume its either OBS or you have a resolution bigger than 1920x1080 which i didnt account for yet (would be great to know though).
You know my biggest Problem is onboarding, as many people dont want to read, so every thing is minimal text. But with any kind of novel mechanic, it requires a bit of experimenting for the player to find things out if ihe doesnt want to read. You seem to have "read" but ignored the fact that you can actually focus your aim when you hold your mouse, to be super precice. It says it in the quotes and in the tutorial. Its a main mechanic. It says RELEASE to shoot. You actually complain about it not shooting when you hold the mouse.
It even says it on the Itch page.
So if you have any idea of how a player like you would understand this mechanic, i would appreciate.
I also didnt buy any asset pack. The environment is custom made by UnfuneralOD and the chars and animations and effects by myself.
The sound has a short looping bit at the beginning on pupropse as it enters the main loop with a deep trombone once you kill the first enemy. Thats a dramatic effect to entertain the player, which i understand doesnt work if you are still making fun of the HUD and everything for the first minutes without interacting with the game.
Anyway, i understand that i as a developer need to come up with a better onboarding that works for every kind of players.
Thanks so much for showing me the problems.
I did in fact read that you need to click and hold to aim, but if that's what was happening there, then you either need to relocate that to R-click, or refine the duration that it takes for it to start happening as I was quickly tapping the mouse and not holding it at all.
ok, thanks for clarification. I will double check the code and see if there is a bug, maybe due to animation or image_speed.
Hey mate. You were completely right, there was a bug in the mouse control for triggering shots. It now works really well.
It also lead me to fix it for the enemies.
So they also now rapidly fire when running (I guess that makes it even harder :D).
Anyway I continue tweaking.
I would still love if you could revisit v85 for 10 minutes and give it another chance.
I also fixed some of your other complains (quotes, etc).
And in theory the graphics glitch should be fixed as well.
Let me know
I played this game on stream: https://www.twitch.tv/videos/2554754261?t=01h54m21s
Overall, the game seemed quite difficult to play, albeit this is not the usual genre of games I play. After the first boss, the next mission seemed next to impossible to win.
I didn't quite get the crouch mechanic. It seemed that it might be easier to keep moving around to avoid getting hit, over the maybe-crouching behind obstacles that kind of works, yet kind of doesn't. Perhaps having a clear area or indication to show that you have cover would help. I think another thing would be to be able to fire from a cover position, kind of like coming out of cover briefly, firing, then going back in cover. Right now it seems like to fire, I would have to step out, fire, step back, wait for the cooldown then auto-crouch again.
Hi Atas,
Sorry for the bad onboarding experience, I have worked on it since.
You can simply stay close to cover to be protected and you can simply stay there and shoot from behind cover, still receiving partial protection. Moving it of cover is only useful when you want to change position or when you get flanked.
The game rewards using cover efficiently and planning your next moves. But I fully understand that I need to communicate this better in the onboarding process.
I have since seeing your stream already reworked the early levels to make them more straightforward for a new user.
So I now are more confident that a new player will have a better experience (and all players who have feedback said, once you understand the pacing and mechanics of the game, it's excellent and exciting).
Thanks again for the stream, it taught me a lot about user experience.
If you ever get the time I would feel honored if you could try v84, to see the changes I implemented after seeing your stream. Would love to understand if it feels like a more polished onboarding experience.
Have been following this game for a long time now and it just keeps getting better.
Keep it up!
Hey Tim,
great to see you here. Feels great to have a long term fan. Really motivating, thanks for posting! (New features and more polish already in the works :D)
Fun game! I like the difficulty. Pixel art's very nice. Although I found it hard to understand how to play the game at first. I ran into some optimization issues (stuttering, lag) as well. But it's definitely a solid foundation. Looking forward to more fixes in the future!
Hi team Soleil, thanks so much for playing!
Stuttering and lag is very weird, as I tested it on a few machines and never have lag or stuttering (there is a slowdown in animation when the player character dies, but that's on purpose;))
Thanks again for playing.
Oh, I think it was because I died, I thought it had lagged, my bad
Thanks for confirming that, its a bit of a relief.
I will check out your game as well!
If you could let me know what exactly was hard to figure out in how to play, that would also go a really long way for me. As the tutorial has gone through a lot of rework after feeback. So is it missing information or is it just accomodating to the systems in place (gunplay, enemy behaviour, etc.)?