First try with a gamepad connected: The mouse doesn't move from the center of the screen, and the gamepad barely lets me control the camera. I went back to the main menu, pumped up the sensitivity but it didn't fix a thing. Had to exit the game, turn off the gamepad and try again.
Played with the graphics on ultra and keyboard + mouse. First impression was nice, the game can look nice and your style is quite unique. The camera itself made a bad impression tho, as it kept snapping to those pillas in the hallway that leads you to the training room, although it was fine for the rest of the game as the scenarios were simpler. Adding some lerping to the zoom might help.
The game could use an "always run" toggle. The fire worm deals a ton of damage and I'd love to be able to enter combat mode by just clicking the left mouse button.
Main problem the game has is the combat, since it's quite mindless and button mashy. I'd try making Fygoon attack slower by adding some delay to the sword attack. That'd make his attacks get some weight and look stronger, while making each attack count more.
Aside from that, I was impressed at all the effort you've put into this. The cutscenes are cool and have nice dialogue, the levels are big and not too linear. My favorite part was bonking a dog with a mace and he having an animation just to react to that followed by funny cartoon sounds. Very charming.
Found no bugs nor performance problems.
Nice job! I wonder how it'll turn out. It's quite promising and I'm amazed that some so young is able to pull this off.
The gameplay has an old-school feel to it, but it also comes with the annoyance of the oldschool, the level is designed to be like a maze, yet it lacks unique landmarks (not specifically objects placed on the level, but color and everything visual). It makes it really hard to track where I am and where I've been on my mental map, because everywhere feels the same.
The combat is a bit bland, the sword is fast, and the stun lock is strong, so there's no reason to switch to other weapons. But when I start facing enemies that can't be stunlocked (in the forest area), I start switching to a stronger weapon, but then I have a problem with seeing when the enemy will strike.
Switching weapons shouldn't have a delay; it would feel better and possibly open up new types of gameplay, like while attacking with a sword, I can switch to a hammer to stun and then switch back to deal damage.
As the game goes along, there's not enough HP to sustain, so it feels like the game expects me to die at some point, so when I start a new zone (where the game is saved), I try to commit suicide so I can refill my HP, which is bad design, I would say. It would be better to just put a HP restore item or something to refill my HP when a new zone started.
what an experience! first off i played this with an xbox controller and the button layout could use some work. as of now the right analog stick left rotates the camera up while right analog stick right rotates the camera down. to attack i need to press right on the d-pad, but to shield i need to hold the right analog stick down. finally right and left trigger rotate the camera left and right like in megaman legends.
i'm not sure if the cartoon poop sfx is the right sfx for regestring a hit on enemies, but the dog death sfx is hilarious. maybe they're temp-sounds idk.
Thanks for playing my game. I was curious to know how my game controls with an Xbox controller on a Windows computer because when I tried to play the game on a ROG Ally at the local Best Buy, the controls were wack; thanks to your input, I can confirm that Xinput differs between Mac OS X and Windows (I only ever tested with an Xbox controller on a Mac and because of that I made sure to specify that Xbox controllers only work on the Mac OS X build). The controls should work as such:
General Controls:
Left Analog Stick: Walk/Run
Right Analog Stick (horizontal): Turn camera left/right
Right Analog Stick (vertical): Turn camera up/down
A: Jump
B: Switch modes
Regular Stance:
A (when an icon appears): Interact
A (hold): Glide
Combat Stance:
Left/Right Bumpers: Cycle through available weapons
Left Trigger: Attack
Right Trigger (for certain weapons): Block/Activate Energy Buckler
Since you have provided this valuable information on the controls on a Windows machine, you have done a great service to the Fygoon Platoon stationed on Windows; I will add your alias to the credits section.
As for the sounds, they are all intentional but for different reasons: the Bulldog death sound is used for legacy reasons (my first game, Joey 3D, uses the exact same sound when you kicked the enemy Bulldogs off the play area), while the cartoon gloop sounds were used for blood because I misremembered hearing it in a demented unused cutscene Rare made for one of their Nintendo 64 games and have since associated the sound with cutting someone open in a vivisection lecture with your teddy bear med student.
Again, I thank you for trying my game and I will make notes on how the Windows version of XInput differs from the Mac version.
Wow this game got a tremendous glow up since i last played it. much better overall.
- It's too easy to mash the sword swing and stunlock most enemies
- The forge zone is just a bunch of same looking cubes and is a pain to navigate. just bad overall, it also has the wrong puzzle pacing. You're exploring a samey looking massive place activating those totems but you don't know what for. you haven't seen that there's something blocking the exit or where the exit even is yet, it makes no sense.
- Jumping still feels weird and it's too easy to jump against a ledge and stay floating against it since the game neither slides you down nor lets you slide up and stand on it
- The tutorial guy's accent is somehow probably more offensive than Lo Wang from shadow warrior
- The interact button is a mess. I managed to interact with the sidequest snake lady by pressing E even though the game was paused. I could also re-trigger the talking cutscene by pressing E multiple times during said cutscene. Also the same button being used for switching to combat mode is bad, if you aproach a totem to light it on fire you get the "hmm i wonder if i light it on fire" cutscene and have to actively move away from it to enter combat mode then aproach it again to set it on fire
- Please for the love of god add the settings menu to the pause menu, quitting to the main menu to make a slight adjustment to the camera turn speed makes me go suicidal
- The trees in the forest really should have some transparency on their leaves
- You really need to work on some texture resolution consistency. it wouln't hurt the artstyle, it would make it better, if there weren't 4K textures next to other that seem 16x16.
- After i died once pressing ESC didn't pause the menu and i had to alt+F4
Anyway, besides all this ragging, game is in much better state than last i saw it man, keep at it.
Thanks for playing my game. It means a lot when someone who once did not like my game still provides feedback. I have made notes of all of the technical issues and will fix them in the next build, especially the settings menu also being included in the in-game pause menu.
Thanks for playing my game. The combat stance requiring a button input is like my game's graphics: it's so unique it's controversial. Some people like it, others do not. That's just the nature of the beast.
Running the Mac version. Game looks good overall, I like the visuals, music, sound effects, and gameplay. A few suggestions:
Wasn't immediately clear what to do on the title screen, took me a sec to figure out I needed to press Enter
The Japanese accent is funny but it made it impossible to understand what Shen is saying
There should be a way to target/lock on to an enemy like in Ocarina of Time, having to constantly track enemies with the mouse was a little tedious
Because I've played games like this before I figured out pretty quickly that shift is to sprint and space is to jump, but not everyone might get that without being told
The camera tracking is kinda slow, maybe increase the mouse sensitivity a little. I found myself having to pick up the mouse a few times
I realize all this sounds pretty negative, but I really did enjoy the game. Nice work and thanks for posting!
Thanks for playing my game, I appreciate you for taking time out of your day to give it a try. Despite what you think, I value your feedback and have made notes. I wish to point out that, if you were not aware, you can change the sensitivity of your mouse movement in the settings menu in the controls section - this is elaborated on, along with other things, in the game's included manual.
Comments
Played your game on Windows.
First try with a gamepad connected: The mouse doesn't move from the center of the screen, and the gamepad barely lets me control the camera. I went back to the main menu, pumped up the sensitivity but it didn't fix a thing. Had to exit the game, turn off the gamepad and try again.
Played with the graphics on ultra and keyboard + mouse. First impression was nice, the game can look nice and your style is quite unique. The camera itself made a bad impression tho, as it kept snapping to those pillas in the hallway that leads you to the training room, although it was fine for the rest of the game as the scenarios were simpler. Adding some lerping to the zoom might help.
The game could use an "always run" toggle. The fire worm deals a ton of damage and I'd love to be able to enter combat mode by just clicking the left mouse button.
Main problem the game has is the combat, since it's quite mindless and button mashy. I'd try making Fygoon attack slower by adding some delay to the sword attack. That'd make his attacks get some weight and look stronger, while making each attack count more.
Aside from that, I was impressed at all the effort you've put into this. The cutscenes are cool and have nice dialogue, the levels are big and not too linear. My favorite part was bonking a dog with a mace and he having an animation just to react to that followed by funny cartoon sounds. Very charming.
Found no bugs nor performance problems.
Nice job! I wonder how it'll turn out. It's quite promising and I'm amazed that some so young is able to pull this off.
Dialogues are surprisingly charming.
The gameplay has an old-school feel to it, but it also comes with the annoyance of the oldschool, the level is designed to be like a maze, yet it lacks unique landmarks (not specifically objects placed on the level, but color and everything visual). It makes it really hard to track where I am and where I've been on my mental map, because everywhere feels the same.
The combat is a bit bland, the sword is fast, and the stun lock is strong, so there's no reason to switch to other weapons. But when I start facing enemies that can't be stunlocked (in the forest area), I start switching to a stronger weapon, but then I have a problem with seeing when the enemy will strike.
Switching weapons shouldn't have a delay; it would feel better and possibly open up new types of gameplay, like while attacking with a sword, I can switch to a hammer to stun and then switch back to deal damage.
As the game goes along, there's not enough HP to sustain, so it feels like the game expects me to die at some point, so when I start a new zone (where the game is saved), I try to commit suicide so I can refill my HP, which is bad design, I would say. It would be better to just put a HP restore item or something to refill my HP when a new zone started.
what an experience! first off i played this with an xbox controller and the button layout could use some work. as of now the right analog stick left rotates the camera up while right analog stick right rotates the camera down. to attack i need to press right on the d-pad, but to shield i need to hold the right analog stick down. finally right and left trigger rotate the camera left and right like in megaman legends.
i'm not sure if the cartoon poop sfx is the right sfx for regestring a hit on enemies, but the dog death sfx is hilarious. maybe they're temp-sounds idk.
Thanks for playing my game. I was curious to know how my game controls with an Xbox controller on a Windows computer because when I tried to play the game on a ROG Ally at the local Best Buy, the controls were wack; thanks to your input, I can confirm that Xinput differs between Mac OS X and Windows (I only ever tested with an Xbox controller on a Mac and because of that I made sure to specify that Xbox controllers only work on the Mac OS X build). The controls should work as such:
General Controls:
Regular Stance:
Combat Stance:
Since you have provided this valuable information on the controls on a Windows machine, you have done a great service to the Fygoon Platoon stationed on Windows; I will add your alias to the credits section.
As for the sounds, they are all intentional but for different reasons: the Bulldog death sound is used for legacy reasons (my first game, Joey 3D, uses the exact same sound when you kicked the enemy Bulldogs off the play area), while the cartoon gloop sounds were used for blood because I misremembered hearing it in a demented unused cutscene Rare made for one of their Nintendo 64 games and have since associated the sound with cutting someone open in a vivisection lecture with your teddy bear med student.
Again, I thank you for trying my game and I will make notes on how the Windows version of XInput differs from the Mac version.
Wow this game got a tremendous glow up since i last played it. much better overall.
- It's too easy to mash the sword swing and stunlock most enemies
- The forge zone is just a bunch of same looking cubes and is a pain to navigate. just bad overall, it also has the wrong puzzle pacing. You're exploring a samey looking massive place activating those totems but you don't know what for. you haven't seen that there's something blocking the exit or where the exit even is yet, it makes no sense.
- Jumping still feels weird and it's too easy to jump against a ledge and stay floating against it since the game neither slides you down nor lets you slide up and stand on it
- The tutorial guy's accent is somehow probably more offensive than Lo Wang from shadow warrior
- The interact button is a mess. I managed to interact with the sidequest snake lady by pressing E even though the game was paused. I could also re-trigger the talking cutscene by pressing E multiple times during said cutscene. Also the same button being used for switching to combat mode is bad, if you aproach a totem to light it on fire you get the "hmm i wonder if i light it on fire" cutscene and have to actively move away from it to enter combat mode then aproach it again to set it on fire
- Please for the love of god add the settings menu to the pause menu, quitting to the main menu to make a slight adjustment to the camera turn speed makes me go suicidal
- The trees in the forest really should have some transparency on their leaves
- You really need to work on some texture resolution consistency. it wouln't hurt the artstyle, it would make it better, if there weren't 4K textures next to other that seem 16x16.
- After i died once pressing ESC didn't pause the menu and i had to alt+F4
Anyway, besides all this ragging, game is in much better state than last i saw it man, keep at it.
VAE VICTIS
Thanks for playing my game. It means a lot when someone who once did not like my game still provides feedback. I have made notes of all of the technical issues and will fix them in the next build, especially the settings menu also being included in the in-game pause menu.
I believe toggleable combat mode ruins this game
Thanks for playing my game. The combat stance requiring a button input is like my game's graphics: it's so unique it's controversial. Some people like it, others do not. That's just the nature of the beast.
Running the Mac version. Game looks good overall, I like the visuals, music, sound effects, and gameplay. A few suggestions:
I realize all this sounds pretty negative, but I really did enjoy the game. Nice work and thanks for posting!
Thanks for playing my game, I appreciate you for taking time out of your day to give it a try. Despite what you think, I value your feedback and have made notes. I wish to point out that, if you were not aware, you can change the sensitivity of your mouse movement in the settings menu in the controls section - this is elaborated on, along with other things, in the game's included manual.