This was a blast to play with other people! It felt very reminiscent of those old LAN parties, yelling back and forth, getting yelled at, making clutch moves, and cheering everyone on. It ran very well, though is rather demanding on the system. However, no real latency issues were noticed other than a little stuttering at the end of round if the player isn't the host.
Some points of improvement:
- Tutorialization can make or break an online game. An quick tutorial mission would go a very long way into gaining some player trust that the game works as intended. Sprinkling tutorial information and mechanical tips into the loading screens can help reinforce and remind the player throughout their time in the game as well.
- Had a bit of trouble initially loading the game. I think the game launched a browser screen behind all my other tabs and I didn't see it until I restarted my computer and didn't have my browser open it at all
- The Maps can be a little confusing at first. Having images of them tied to the loading screen might help ease the player into the mindset of playing that map. During the intro / waiting phase before rounds start, having a cinematic fly through of parts of the map they'll see often (especially for Control game modes) can give players some anchoring as to what to expect. I know random teleports being confusing has been addressed already, but I do want to atleast mention it here as well.
- When selecting maps, it's hard to tell that that are more than those displayed, arrows on the side of the screen should help
- In a few places, it would be good to remind the player what game mode it is (ie. during the waiting phase and especially during the game start countdown).
- The mouse isn't captured by the game in windowed mode. it's possible to click on another window or the taskbar if it overlaps the game screen. Some games will reset the mouse position to the center of the screen after polling it, and then stop polling and setting the mouse if the window loses focus.
- It's fairly hard to see the control nodes when they are captured by a team. It would be nice to have a floating UI element to show where they are on your screen (and a setting to turn that off).
- The Color Blind options are really cool, but they don't seem to effect the enemy highlight. It would be cool to have full control of all the UI colors. Also, it would be nice to be able to set the enemy/ friendly team colors to a specific color.
- In the city map, the big 2nd story teleporters have a small gap on the left and right side which allow the player to fall through the map. This map is also missing a kill floor.
- Automatically switching a weapon on pickup should be a setting. It's mildly disorienting when you incidentally pickup a weapon and it switches on you.
- Streamer friendly options would be really nice, Some good examples would be customizable UI (moving it around to make space for chat or cams or weird aspect ratios). A setting for name obfuscation for other players .
- If you die while meleeing, you respawn with the melee animation cycling (as a client).
- Once when I reloaded the map after a round, I spawned under the map for the waiting period (as a client).
- Once after a death, the respawn UI completed and my health bar came back, but my camera was still over my death spot (as a client).
The VOD is available in the link below for 60 days. If needed for longer, please reach out and it can be turned into a highlight.
https://www.twitch.tv/videos/2548074454?t=0h3m55s