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One Rotten Oath (Demo)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art / Graphics | #22 | 4.500 | 4.500 |
| Sound/Music | #49 | 3.667 | 3.667 |
| Overall Fun | #58 | 3.667 | 3.667 |
| Controls / UI | #92 | 3.000 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Horror
Any Horror
Rating
For 13+
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Comments
Overall I'm a little mixed on this one, but I am curious how this will end up and wouldn't mind checking out the full-release.
Hey!
Thanks for the feedback!
As for your questions and insights:
1. If you mean the trees in the treeline, I faced a lot of clipping in those when I put them more in-line, but I'll see what can be done.
2. VHS sounds are always harsh if the tapes are distorted. This decision was definitely influenced by my old DAEWOO VHS that barely works, so I had a nice comparison :D
3. Yes, GUI will be kept the way it is.
4. Slippery movement in the free roam sections was actually fixed in the today's update. This shouldn't be a problem anymore.
5. Yep, "The Last Stand" was one of the inspirations for the game. I played it a lot with my father back when we've got our first connection to the internet. Awesome that you've noticed it. It's hard to find someone who still remembers that title :D
6. There's are going to be a few more items and one more gun in-game in terms of story progression. I thought about extra guy helping out, but this time I think I'll pass. Maybe it's an idea for the future.
7. You're right about the weird loading times. The game loads instantly, but FMVs have a few fake loading screens (2-4 seconds) to build up tension in a few places.
8. Well, as for the meta aspect of the game, dual narrative is a big part of the full story. Whatever happens in a dev's world, impacts the survivor in-game.
9. As for the timer, you don't have look at it constantly. The music will give you a few cues as to when you're close to surviving.
Thanks again for giving the game a chance!
Have a good one,
PB
1: I thought the trees didn't have the splotchy-pastel thing you have going for characters, but I think that's incorrect on reviewing the footage again? I liked how the forests and backgrounds looked in the cutscenes. [E.G. 1:27:19 or 1:09:49]
2 : I just think the edge / loudness should be reduced, it felt very loud compared to others sound. (I get headaches very easily and stuff like that easily do so.)
4 : Good to hear
8 : I didn't catch that , that was supposed to be part of the overall narrative. I thought it was you kind of showing anyone that naysayed you that they were wrong and that your project [this game] would be viable or worth doing.
Wow! What a unique, interesting and well presented identity. This feels hand made, and has that special sauce that I crave in the indie world. Brilliant, right my my alley.
I really enjoyed the limitations of the control scheme, and I think it presents brilliantly as a horror/FPS/FMV situation. I think that the FMV additions are just so key to its feel, and I wonder if you could take this even further with some more animations/set dressings etc etc - All just more time in dev.
I don't really have any specific critiques that are super helpful, as I think you are on the right track. If you meet the game on its terms and use the tools it gives you (the instant fast turn to keep checking your back) then it plays very well. I wonder if there is something you could sprinkle in early to show players just how important that fast turn is?
Likely one thing I would adjust is the acceleration/deceleration of the A and D component of the turning. I think there could be some 'feel' by having the A and D inputs decelerate and come to a SLIGHTLY slower stop, making it feel a bit more dynamic and human. Add some acceleration would also make it easier to make any micro adjustments to your aim. I thought the hit boxes were very generous and aiming was generally easy enough - this would be purely for *feel*.
Thanks for a good play session, we have a game in the jam too to be found at /jam/feedback-quest-8-indiegames-x-indie-streamers/rate/3737789?b... if you wanted to drop by.
Thanks mate, take it easy!
Hey!
Thanks a lot for your feedback! :D
Glad you enjoyed the demo!
Due to engine's limitation, I cut out all of the sprites from the videos (frame-by-frame), which took WAY TOO LONG , so I'm extra glad you like it!
I thought about taking it further in terms of more animations/arenas, but GDevelop doesn't really like 4 animations (that have like 200 frames each) running at the same time (with additional 4 animation variants depending on what's going on in the area). I'm trying to push it as far as I can on the later stages, but sometimes WebGL just crashes leaving me at black screen. I'm trying to balance everything out and optimize the game as best as I can to give players the best experience possible :D
As for quick turn, there's gonna be one more gameplay mechanic that will encourage you to use it later on. Although, I'll think about what else I can do with it on the early levels. Thanks for the tip!
As for the inputs, that's an interesting idea. I'll see what can be done.
Thanks again for your time!
I'll be sure to drop by and check out your project :D
Have a good one,
PB
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
When I was playing this, I found my enjoyment depended greatly on which mode of the game I was doing. When I had the more free-roam parts, it was a lot more frustrating to play. The character would slide around when doing any movement, and in general tank controls (where you only move if you're going forward or backward, while the side buttons just turn you) make it really challenging to aim. On top of this, I often had issues with the fast zombies coming up behind me and attacking me.
However, once I moved to the second part, where you're defending the barricades, it felt a LOT better. In this scenario, the slide was actually very nice and became predictable to rely on. I could run from one side of the area to the other and have a good sense for when to let go, making me slide right into the spot I wanted to be in.
Since I imagine there will eventually be a mix of free roam and barricade parts, it feels important to get the free roam movement down. Normally, a first person game would use the mouse for aiming and then use WASD for movement, with A and D being strafing. However, I have a feeling you don't want mouse aiming to be part of this so I'm unsure of any particular way that could help. Perhaps what may help is to slow down the speed of enemies in free roam. For example, make the fast enemies move as fast as the slow ones do now, and make the slow enemies even slower. This would give the player more time with aiming and would make it less frustrating.
Hey there!
Thank you so much for stopping by and sending valuable feedback!
I just got around to watching your stream VOD.
As for your questions and insights:
1. As for aiming in the free roam parts, the game has a slight autoaim that helps you in a pinch. Hitboxes are generous, so you don't have to be so precise. Also also, the game targets the closest enemy to you when you're overwhelmed (just a little something for casual players to help them out). In case of fast mutants coming up behind you, quick turn lets you turn around instantly toward them. Kicking also buys you a few seconds.
2. In case of sliding, you're losing speed that you've build up while moving around. It's something that I'm still fighting with. GDevelop doesn't really like 3D games (for now at least!), so I have to get creative in every aspect of the code.
3. Yeah, you're right. I'm not *aiming* for mouse controls. The game uses a lot of sprites already. Adding additional animations for headshots (and other various limbshots) would take even more time to record and cutout (especially since GDevelop supports only one video per scene, so I had to cut everything out frame-by-frame). What's interesting, I noticed that my friends (that are mostly playing casual games) felt okay with the controls.
4. The thing about slowing enemies down is interesting, but we still have 60 seconds. If enemies spawn let's say after 10 seconds and they're moving so slow, you'd only kill max 8-12 mutants (assuming you'll see the ones that are heading your way), which completely turns down difficulty to zero. Their current speed is already quite slow. In terms of stats, Masked Mutant moves at 25 pixels per second, while Local Football Players runs at 50. The survivor moves at 65 pixels per second.
5. Someone asked in the chat if that's green screen. Yep, we've recorded everything on green screen and I cut it out frame-by-frame. Each mutant has 4 animations - walking, getting hit, attacking and dying. Basic enemy is made out of 237 frames it total.
6. As for me looking like moistcritikal, I hear it a lot xD
Anyway, thanks for playing!
Have a good one!
PB
This game has such a strong visual identity! I really love seeing FMV and I think the way it was implemented was really fun and cool.
I'm honestly really fascinated by the metastory... It liked how personal and specific it was. I love two narratives that inform each other and I think this could be really really interesting!
I agree with the other feedback about controls, in that it definitely felt non-standard compared to other FPS games. It DID make the game scarier, however... I didn't feel truly in control in a way that made the game more intense for me.
I played the game on stream here around 1:25:00
Hey there!
Thanks for your feedback!
I left you a comment on your video! :D
A pretty fun short demo with a very strong art style
+ The FMV-style graphics, with live-action recordings and photos as the sprites lend the game a really distinctive feel, it's not a style you see often and it works quite well here. The muted colors and short render distance fog really effectively convey an oppressive atmosphere.
+ New gameplay elements are introduced at a good pace, with the core loop even changing midway through, and new abelites and enemy types being introduced at a frequent rate.
+ The game presents dual stories pretty well, with the visual novel-style bits between the levels conveying the post-apocalyptic story the gameplay occurs in, while the short video segments are a bit more meta, showing the story of an indie dev trying to get the game you're playing published. It was a good choice to present both in different styles, this leaves both stories easily distinguishable where two narratives could have otherwise been confusing. While neither story has gotten very far yet, they grabbed me enough that I'm interested to see where they go next.
~ On mouse and keyboard it took a moment to get used to the controls, using the W and D keys to turn the camera instead of strafing. While mouselook is standard for first person shooters usually, the fairly simple nature of the FPS segments and the generous enemy hitboxes meant I could get used to it pretty quickly, so this probably isn't really an issue.
- While the sprites and animations look good, enemy death animations can be quite long, and I think they keep moving as they die. Due to this, and the occasional similarity of the death and hurt animations, it can often be hard to tell when you have killed an enemy, especially the ones that take numerous shots.
- In a similar vein, the kick animation was quite slow, leaving it hard to judge the timing on when it dealt damage.
Overall a really interesting and unique demo! It was quite short so it didn't overstay it's welcome, and the story and gameplay had me interested to see what you do with it next. Good work!
Hey Cody!
Thanks a lot for your feedback :D
Glad you liked the FMV-style graphics, dual narration and various gameplay mechanics. It means a lot!
As for the controls (and rotating the camera with A and D), I'm always surprised how people react to it. At first, I thought that it'll make the game too easy. Some love it, some hate it, but funny thing is that casuals feel quite comfortable with it. I also opted for lack of camera controls, because each enemy is made out of A LOT of frames and GDevelop (the engine the game is running on) doesn't like so many high detailed sprites in one sequence (it also doesn't support more that one video per level, so I had to get creative). What that has to do with mouse controls?
Each enemy has four animations - walking, attacking, taking damage and dying. Basic mutant is made out of like 237 frames. Another thing that made me drop free camera controls was working with actors (well, essentially me and my brother). If you had a free camera movement, you'd probably try to shoot everyone in the head. Here's the thing though, I would have to take into account every body part e.g in case someone decides to shoot the mutant in the leg. That would create even more sprites to cut out frame-by-frame and additional optimization issues for the engine. That's why every mutant has a one hitbox, despite all the sophisticated frame sequences.
As for kicking animations, I'm constantly tweaking it to make it right. It was even slower before, so I guess I'll have to speed it up even more. Gotta be careful not to go overboard. It's really cartoonish on higher speed. What's worse, when I was recording it, I had to stand on my right leg, put my left leg around the tripod and fake a kick in a way that I wouldn't fall on all the gear in front of me. Maybe that's why it's hard to read, but the gist is that you will hit everytime when the enemy plays it's attack animation. You have about 2-3 seconds to react, so it should be enough. When in doubt, just charge straight at them and kick them away :D
Anyway, thank you so much for giving One Rotten Oath a chance!
Have a good one and good luck as well!