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A jam submission

ZHEROView game page

Roguelike about a loser trying to end the world (this is a barely playable demo)
Submitted by ZHERODEV — 2 days, 19 hours before the deadline
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ZHERO's itch.io page

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Comments

Submitted

It's pretty shizoid all right. Moving with a mouse button to aim and to change the angle is pretty creative but I don't think it works well in a game where you're mainly shooting and franticly run around. Cards representing next attack is a novel idea, but again, in a heat of shootout I'm not gonna look to see what attack comes next. If it's only for aesthethic or as a general information then it's fine but if you want to introduce some kind of randomization during the fight then it might be more frustrating than fun. I barely parried anything, again because of the camera and then I think that either parry time is too low or bullets travel too fast, you might. I enjoyed that mechanic much more in Ubermosh, you might check it as it's on sale right now lol.

This was pretty fun and i like the improvements from the last build. I like the art of the main character and hope to see more once you get around to adding more story

  • Visibility really needs to be more prioritized, enemy projectiles are extremely hard to see and have the time i have no idea what hit me or that i even got hit
  • The wobble effect when moving gave me a bit of a headache and i never get motion sick playing games
  • Stacking on kill upgrades and getting the upgrade that triggers them every 7 seconds was cool, i like the different builds you can do
  • i like the deck of attacks on the pistol, but i feel like i am randomly flinging around with the sword since the movement attack keeps surprising me. its always on top so could be skill issue
  • game slowed to a stop and crashed as soon as combat started in the room after i got the just like in the ads upgrade
  • game stutters first time hitting a shot, are you precaching your particle fx?
  • seems like you can walk out of bounds at the top of the room while enemies are still alive

I'm digging the games style and think this was an improvement from the last build but the visual clarity took a nosedive and definitely needs improvement. I'm looking forward to seeing where this game goes, it seems right up my alley with some more polish.

Keep up the good work!

Submitted(+1)

ZHERO: This was a fun demo, I enjoyed mowing down the enemies. Some notes:

  • I think visibility rly needs to be improved, it can be pretty hard to read although I kinda dig the screen rotation once I got used to it
  • Maybe more pronounced damage indicators would be useful to tell if I've taken damage
  • Is pierce supposed to go through all walls too?
  • I don't know if the card attack system meshes well with the current "select three upgrades" system, especially if you plan to have the player pick/arrange their cards in the future.
  • Depends on what direction you want to take it, but smarter, less enemies would make it less vampire survivory.

skill upgrade screen

  • I can still shoot in the background
  • Some test text comes up for a second in the description box
  • can't view select mastery.exe? I only get two choices

Game exponentially slowed down and froze after I got the "just like in the ads" upgrade:


Submitted

When running game on Linux (Debian) I got this error.



RESOURCE GIVEN

RESOURCE GIVEN

WARNING: Discord Activity couldn't be updated. It could be that Discord isn't running!

     at: push_warning (core/variant/variant_utility.cpp:1118)

Initializing State Machine...

STATE: Enter Idle

State Machine Initialized. Initial state:Idle

<Resource#-9223371934413092860>

[<Resource#-9223371934413092860>]

<Resource#-9223371934413092860>

[<Resource#-9223371934413092860>, <Resource#-9223371934413092860>]

<Resource#-9223371934413092860>

[<Resource#-9223371934413092860>, <Resource#-9223371934413092860>, <Resource#-9223371934413092860>]

<Resource#-9223371934379538433>

[<Resource#-9223371934413092860>, <Resource#-9223371934413092860>, <Resource#-9223371934413092860>, <Resource#-9223371934379538433>]

<Resource#-9223371934345984004>

[<Resource#-9223371934413092860>, <Resource#-9223371934413092860>, <Resource#-9223371934413092860>, <Resource#-9223371934379538433>, <Resource#-9223371934345984004>]

BODY ENTEREED

BODY ENTEREED

BODY ENTEREED

ERROR: Tween (bound to /root/Game_Manager/CharacterBody3D/Camera3D): started with no Tweeners.

   at: step (scene/animation/tween.cpp:355)

ERROR: Tween (bound to /root/Game_Manager): started with no Tweeners.

   at: step (scene/animation/tween.cpp:355)

ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.

   at: propagate_notification (scene/main/node.cpp:2523)

================================================================

handle_crash: Program crashed with signal 11

Engine version: Godot Engine v4.4.1.stable.official (49a5bc7b616bd04689a2c89e89bda41f50241464)

Dumping the backtrace. Please include this when reporting the bug to the project developer.

[1] /lib/x86_64-linux-gnu/libc.so.6(+0x3fdf0) [0x7f711e1bbdf0] (??:0)

[2] [0x7f7100009710] (??:0)

-- END OF BACKTRACE --

================================================================

Aborted

I see what you are going for; it could be good, I'm going to be a bit harsh about this, but keep in mind I might not be the target audience.

- Parry is kinda useless in this fast pace with everything going on.

- The juice is nice but:

- The platform wobbling when moving is really annoying, with all the juices going on, you are having a big problem with visibility. Half of the time I have no idea what hit me.

- The color of everything is mixing to be a blob that makes it really hard to see enemies and projectiles.

I think you should consider reevaluating the arts as a whole, especially the colors, and consider the non-combat related stuff like the floor pattern, etc., to be of lower value, or some way to separate enemies, projectiles, and fluffs.

Submitted

Nice effects but Godot shutters