Nice binding of isaac prototype, but it very raw right now. Enemies don't give any wiggle room and react to you entering the room immediately, and the weapons kinda suck. Not a fan of being stopped when attacking. Upgrades are not rewarding at all.
Thank you. When playtesting I noticed enemies instantly running to you was a problem, so I added a small cooldown on entry, but clearly it's too small.
I see what you're going for. A real issue is how the camera is completely tied to the mouse movement. I think you want to look at how other games have done it and copy which one you think works the best. the 1:1 sensitivity is too much.
Thanks for taking your time to make the video with your comment. From you and other people I can tell the game is too hard at beginning, you did well despite not using dash (it has I-frames). You feel range really well, while others have problem with Andy and BiBi, so it's good to have more of a sample size. I saw consternation with camera movement from people but I didn't know if it's first few sec or something is wrong. Addition of dead zones sounds good. Teleports def need "pickup protection" and can be smaller.
Also will add game start in maximized window per your request.
the player coming to a stand still before using their attacks is abysmal. it feels like you are not in control. you can't hit with the exact timing you want, and you can't dodge when you want either. i assume the various weapon will get much more powerful later on, but considering how tough the enemies are from the get go, i would make the starting weapons less miserable. give us a fighting change and please add some music
Seems like the ranged character is the only viable character IMO. Melee builds were too hard. Maybe give the enemies some kind of wind up animation to react to, at close range the attacks are almost unreactable
Idk seems like a solid idea, execution has a long way to go. I felt like some enemies were really hard to beat with some characters, may be skill issue. The upgrades were all whatever. I know this is just a tech demo, basically, but for a real game you will have to pace the difficulty and enemy variety better, start with super easy ones, offer some meaningful upgrades, then move on to more complicated enemies and higher numbers of them.
I was wondering if you saw mini-map (It disappears during fight but reappears when room is empty), seemed like you didn't know where are room adjacent without checking "manually". I was also wondering why for the first half you would skip item rooms. Items are divided into small stat-ups (standalone they are whatever) and full items (at least one per item-room)
From my observation locking some harder room layouts and making floor smaller until player beats a boss for the first time would be a good idea. Currently game has no save-file system so I just unlocked all there is.
The minimap design ran completely opposite my intuition, I kept confusing where I am with … the places where the portals are?
I thought the "shop" sign was "you started here" sign that’s why I never went there in the beginning. I mean, currently it’s ok to go there, you get a bunch of bonuses. Not very interesting. A proper shop with some choice of what to upgrade will be more meaningful.
I don't mind the mixels, in fact I prefer them, because otherwise the text would be illegible. I'd prefer some little retro space cadet pinball ass SFX of some sort when his stamina bar is recharging coz if you try to swing before its 100% you don't just do a weak swing, you do a no swing, and then you feel like the game is input lagging as your eyes aren't focused on the stamina bar. also an attempt to swing with <100% stamina should give some kind of fail or error noise sfx.
also ya should be able to hit the projectiles with your bat and redirect them.
BTW if you UPX'd it then that is why it wouldn't work I made a ticket to them telling them to preserve custom .exe segment names and they just didn't want to unless someone could prove it to them so I just decided that I would pre-UPX my export templates and then copy the code inside godot engine to walk the .exe segments and add the .pck to the upx stubbed exe afterwards. Otherwise you'll have to have upx'd .exe with a sidecar .pck file next to it. because upx compression wraps the whole .exe file meaning the original raw data can't be read on the disk file, only extracted in memory. godot loads the embedded .pck by opening the disk file and walking the .exe formats data structures so UPX wreaks it even though it'll get likely 0% compression over the pck region as its pre-compressed with zstd already...
Exported again, works on my machine without .pck now. Could get messed up when doing Linux ver. You can check again if it works for you. If not let me know.
Comments
https://www.twitch.tv/videos/2563708221
Nice binding of isaac prototype, but it very raw right now. Enemies don't give any wiggle room and react to you entering the room immediately, and the weapons kinda suck. Not a fan of being stopped when attacking. Upgrades are not rewarding at all.
Needs a lot more polish imo.
The game feels very unforgiving as it is right now, the enemies gang up on you as soon as you step into a room. Nothing that can't be fixed though.
You can keep developing the idea further if that's what you want to of course. Keep making games and getting better.
Thank you. When playtesting I noticed enemies instantly running to you was a problem, so I added a small cooldown on entry, but clearly it's too small.
Video Feedback:
I see what you're going for. A real issue is how the camera is completely tied to the mouse movement. I think you want to look at how other games have done it and copy which one you think works the best. the 1:1 sensitivity is too much.
Thanks for taking your time to make the video with your comment.
From you and other people I can tell the game is too hard at beginning, you did well despite not using dash (it has I-frames). You feel range really well, while others have problem with Andy and BiBi, so it's good to have more of a sample size.
I saw consternation with camera movement from people but I didn't know if it's first few sec or something is wrong. Addition of dead zones sounds good.
Teleports def need "pickup protection" and can be smaller.
Also will add game start in maximized window per your request.
The base combat is not fun. Feels like it should be based around dash attacks instead.
Needs chiptune music at least!
the player coming to a stand still before using their attacks is abysmal. it feels like you are not in control. you can't hit with the exact timing you want, and you can't dodge when you want either.
i assume the various weapon will get much more powerful later on, but considering how tough the enemies are from the get go, i would make the starting weapons less miserable. give us a fighting change
and please add some music
Seems like the ranged character is the only viable character IMO. Melee builds were too hard. Maybe give the enemies some kind of wind up animation to react to, at close range the attacks are almost unreactable
https://www.twitch.tv/videos/2558804499
Idk seems like a solid idea, execution has a long way to go. I felt like some enemies were really hard to beat with some characters, may be skill issue. The upgrades were all whatever. I know this is just a tech demo, basically, but for a real game you will have to pace the difficulty and enemy variety better, start with super easy ones, offer some meaningful upgrades, then move on to more complicated enemies and higher numbers of them.
Thanks for feedback and live stream.
I was wondering if you saw mini-map (It disappears during fight but reappears when room is empty), seemed like you didn't know where are room adjacent without checking "manually".
I was also wondering why for the first half you would skip item rooms. Items are divided into small stat-ups (standalone they are whatever) and full items (at least one per item-room)
From my observation locking some harder room layouts and making floor smaller until player beats a boss for the first time would be a good idea. Currently game has no save-file system so I just unlocked all there is.
The minimap design ran completely opposite my intuition, I kept confusing where I am with … the places where the portals are?
I thought the "shop" sign was "you started here" sign that’s why I never went there in the beginning. I mean, currently it’s ok to go there, you get a bunch of bonuses. Not very interesting. A proper shop with some choice of what to upgrade will be more meaningful.
yup it works now. cool.
I don't mind the mixels, in fact I prefer them, because otherwise the text would be illegible. I'd prefer some little retro space cadet pinball ass SFX of some sort when his stamina bar is recharging coz if you try to swing before its 100% you don't just do a weak swing, you do a no swing, and then you feel like the game is input lagging as your eyes aren't focused on the stamina bar. also an attempt to swing with <100% stamina should give some kind of fail or error noise sfx.
also ya should be able to hit the projectiles with your bat and redirect them.
BTW if you UPX'd it then that is why it wouldn't work I made a ticket to them telling them to preserve custom .exe segment names and they just didn't want to unless someone could prove it to them so I just decided that I would pre-UPX my export templates and then copy the code inside godot engine to walk the .exe segments and add the .pck to the upx stubbed exe afterwards. Otherwise you'll have to have upx'd .exe with a sidecar .pck file next to it. because upx compression wraps the whole .exe file meaning the original raw data can't be read on the disk file, only extracted in memory. godot loads the embedded .pck by opening the disk file and walking the .exe formats data structures so UPX wreaks it even though it'll get likely 0% compression over the pck region as its pre-compressed with zstd already...
Added ver with .pck as separate file
dude, I've got an error

Exported again, works on my machine without .pck now. Could get messed up when doing Linux ver. You can check again if it works for you. If not let me know.