My cope is - I'm old, I was very tired, I'm not good at games, I'm brain damaged, etc...
Overall game is coming along nicely, feels like you're polishing it and adding more juice at this point. Great job! Kill cams are a bit obnoxious, not a fan of that. Also not a fan of you locking the player in tiny rooms with enemies, but I guess it's up to personal preference.
It's a good game, but it's getting a bit too tough for my liking. But thank for nerfing the daddy long legs robot, I appreciate it (even if I still hate him lmao)
The art and music is excellent and it has nice fast paced gameplay.
There we some things that weren't that intuitive when I first started playing, for example, I figured the bat direction would be based on direction from the player character to the mouse cursor position however I actually kind of like it, just took some getting used to. I also like the decisions of where you display the ammo and having the hat based health system is actually a great feature that I'm going to remember.
I did have a random glitch where of of the second blue enemies was stretched out, massive and getting skewed in random directions (probably it's move directions) as it came out of it's spawner I think.
Super fun game! I love the music, swinging the bat is extremely fun and sometimes makes me forget about the guns (I use a mouse and it's fun and engaging to swing). Retrieving the hat is a super fun and tense moment, but also makes one thankful for the second chance and often intencivises more aggresive play. Some setpieces made me genuinely happy and some challenges satisfied I completed them. The use of normal maps and lighting is kino. Guns are cool too, except the shotgun, which I can't get a grasp of, mostly because the bat seems more effective every time. Big GMI energy. Can't wait to try the unlock/mutator system.
The only thing I'd change is the key art. Jenny works really well as a sprite, cute and with a bit of an edge, as do other characters, but the thicc thigh furry bun almost made me not try the demo.
One "bug" I encountered was the hat landing behind glass, I didn't make the trip to get it back.
>The only thing I'd change is the key art. Jenny works really well as a sprite, cute and with a bit of an edge, as do other characters, but the thicc thigh furry bun almost made me not try the demo.
This game looks cool and plays mostly well when getting guns, but the moment I got to the bat mechanic I lost most interest. The bat is the main way to do damage but is boring. I wish it was right click instead of spinning the mouse around, it doesn't feel right when spinning and killing everything anyways. There isn't as much interactivity here compared to a game like Hotline Miami.
I had to switch relative melee off to feel like I had any control over the bat, but once I did it was fine. Could potentially use rmb to toggle relative mode on or off rather than it being a menu setting?
Would be good for the game to be more selective for when the slowmo death animation happens, if there's one enemy in the corner and you just shoot to finish him off it probably doesn't warrant a slowmo moment. However if there's also too much happening on screen it can be very bad for awareness.
I didn't even realize the steam vents in the 3rd area damaged you. Here is the first time I got to that long corridor after the grenade launcher guy without knowing the vents were dangerous. I think this is because there's usually so much going on at any one time I don't know what is actually hitting me.
The character being white and the hat being white makes it hard to always be aware of when you're wearing the hat and when you're vulnerable. I guess you don't want to change the design to a different colour hat but maybe some other cue would be in order.
I like the game but I think the bat swing should be automatic, something like press the attack button and then spin around, otherwise, I as a player I will just spin the mouse's cursor a get the same effect. And I found a bug in the 3rd level, after being hurt by an explosion, I lost the hat and was behind a wall, unreachable.
Also, I think you should try to make the enemies attack more visually readable, many times I got hit and I was like "Hey, what hit me".
Good demo, it have potential, cute character too, I will not be surprised if the game sell just because of the violent bunny. Keep up the good work.
when i entered the first room that locks you in with enemies, i got hit immediately and the hat flew away through the closed door so i could never recover my hat.
the black arrow that points to your hat or to your objective could not be less visible sometimes lol.
those squares with red edges that activate and shoot you near the end of a level got glitchy visuals (turned into black squares for some frames)
Aside from that it's great man. looks and feels great, levels feel different, all good
The bat mechanics feel a little bit random, it feels like the best strategy is to just enter a room and swing the bat in circles and hope for the best.
The stage hazards need a little bit more readability, it's not easy to tell what might harm the player or not.
There's too much randomness going on in general, the enemies seem to kill themselves for no reason, the kill cams constantly take control out of the player when you are in the middle of a fight (even if you are way far away from the enemy that died) and overall the best strategy seems to be to just go crazy with the bat and just keep moving forward. In the last levels 3 I just skipped through until the end.
The juice is affecting the readability of the levels in general, too many particles flying around and the color palettes between the characters and levels get confusing when the fights are too big.
The character design is appealing and the general vibes are good. A story with illustrated cutscenes would be very nice. I'm guessing that's part of the plan though.
I couldn't figure out if the bat is physics based and I need to swing it or if it just works(tm) when I'm near an enemy.
I wrote the above while playing KMB, so I retried with controller and it makes more sense that it's physics-based there. But oddly enough, even though it felt more natural to control, it felt harder to play. I think having some kind of aim assist would help since shooting with mouse is a lot easier than shooting with a stick.
Speaking of controller, I appreciate that everything worked naturally (right trigger to shoot, A to retry), but having the appropriate glyphs showing would be better.
The overall aesthetic is very cool but my god, the camera shakes and zooms on random enemies dying felt schizo at times. The camera wobble itself was jarring too.
The game also couldn't seem to decide if I need to press Q to pick something up or not, or if it'll autoswap my empty gun.
Most enemies just seemed to kill themselves without my input.
One death was a clusterfuck of explosions and I couldn't respond to losing my hat in time but Jenny herself didn't go into her death animation despite being dead with RETRY on the screen.
As others mentioned, the game appears to be frozen at the start but that's just Juan things.
The button prompts are meant to switch to whatever you're using but I only implemented xbox glyphs for now, tell me if your controller is some weird binglebonkus you want supporting or else I'm just gonna go with the kbm/xbox/ps/nintendo set.
I do not have the Mad Catz Little Brother controller, just a standard Xbox One one. I did see the initial right stick one changed but didn't see anything else change.
Good stuff. The melee feels kinda janky, but that might just be my coordination getting bad, like I wanna swing but it just moves left -> right. A little nudge from the input system would be good, as I don't think there are any use cases for melee to just go left -> right, so when the mouse moves left -> right the system should nudge it to just be a swing.
I don't have lots of feedback for this, I enjoyed it. I really like the hat mechanic, it's forgiving but doesn't take away the difficulty of the game.
i like wigglin the right analog-stick around like i'm playing a more psychotic version of skate. i did almost die when an enemy got killed by the environment and the camera zoomed in on him somewhere else away from me
Initial startup takes long time I suggest you add a loading screen to that part too, so it doesn't look like a crash. Change your viewport scaling options so resizing the window doesn't break the menus. The game *looks* like it should be fun, but it isn't. The controls are bizarre and not satisfying at all. The presentation is excellent, but the underlying gameplay hook isn't there.
this game is a lot more polished and juicy than it used to be. great job i actually do like the kill camera. it's exaggerated and confusing and over the top, which i feel is very appropriate for this psychedelic kind of game
I drank a zero sugar red bull before playing - which was the OPPOSITE of a big mistake. Feels like a very competent Hotline homage brudda. Props on the music! Probably top 3 most fun demos I've tried thus far.
Pretty fun Hotline Miami like desu, I don’t mind the levels being difficult per se, but maybe you should tone it down on the "gotcha!" mechanics like exploding enemies and floor hazards (THAT ONLY GODDAMNED ACTIVATE WHEN YOURE IN THE VICINITY AAAAAA) - at least for the intro levels.
Spinning the baseball bat is real nice. The enemy fatality animations have me scared every time that I will die while they play, but it never happened, so I guess it’s fine.
Thanks for playing dude, videos are great feedback. I need to make it clearer but the HAT protects you and you have to pick it up again, I might just make the HAT arrow a screaming horror so people never miss it.
Honestly from my perspective it’s all good, I started to understand what the hat does after a while, I just couldn’t always be bothered to look for it or run back for it breaking my flow.
I stopped playing mostly because 1) annoyed by the floor hazard 2) wanting to give some screentime to other games since you get like 50% of stream time across all streamers already for some reason (prob good sign)
Comments
https://www.twitch.tv/videos/2563708222
My cope is - I'm old, I was very tired, I'm not good at games, I'm brain damaged, etc...
Overall game is coming along nicely, feels like you're polishing it and adding more juice at this point. Great job! Kill cams are a bit obnoxious, not a fan of that. Also not a fan of you locking the player in tiny rooms with enemies, but I guess it's up to personal preference.
It's a good game, but it's getting a bit too tough for my liking. But thank for nerfing the daddy long legs robot, I appreciate it (even if I still hate him lmao)
Five minutes in, fast paced, really fun excellent use of sound cues, very juicy. I'll continue after finishing.
The art and music is excellent and it has nice fast paced gameplay.
There we some things that weren't that intuitive when I first started playing, for example, I figured the bat direction would be based on direction from the player character to the mouse cursor position however I actually kind of like it, just took some getting used to. I also like the decisions of where you display the ammo and having the hat based health system is actually a great feature that I'm going to remember.
I did have a random glitch where of of the second blue enemies was stretched out, massive and getting skewed in random directions (probably it's move directions) as it came out of it's spawner I think.
I really like the look and feel of this game and it probably has my favorite music from this demo day.
its a great demo, keep up the good work.
Super fun game! I love the music, swinging the bat is extremely fun and sometimes makes me forget about the guns (I use a mouse and it's fun and engaging to swing). Retrieving the hat is a super fun and tense moment, but also makes one thankful for the second chance and often intencivises more aggresive play. Some setpieces made me genuinely happy and some challenges satisfied I completed them. The use of normal maps and lighting is kino. Guns are cool too, except the shotgun, which I can't get a grasp of, mostly because the bat seems more effective every time. Big GMI energy. Can't wait to try the unlock/mutator system.
The only thing I'd change is the key art. Jenny works really well as a sprite, cute and with a bit of an edge, as do other characters, but the thicc thigh furry bun almost made me not try the demo.
One "bug" I encountered was the hat landing behind glass, I didn't make the trip to get it back.
>The only thing I'd change is the key art. Jenny works really well as a sprite, cute and with a bit of an edge, as do other characters, but the thicc thigh furry bun almost made me not try the demo.
This game looks cool and plays mostly well when getting guns, but the moment I got to the bat mechanic I lost most interest. The bat is the main way to do damage but is boring. I wish it was right click instead of spinning the mouse around, it doesn't feel right when spinning and killing everything anyways. There isn't as much interactivity here compared to a game like Hotline Miami.
I had to switch relative melee off to feel like I had any control over the bat, but once I did it was fine. Could potentially use rmb to toggle relative mode on or off rather than it being a menu setting?
Would be good for the game to be more selective for when the slowmo death animation happens, if there's one enemy in the corner and you just shoot to finish him off it probably doesn't warrant a slowmo moment. However if there's also too much happening on screen it can be very bad for awareness.
I didn't even realize the steam vents in the 3rd area damaged you. Here is the first time I got to that long corridor after the grenade launcher guy without knowing the vents were dangerous. I think this is because there's usually so much going on at any one time I don't know what is actually hitting me.
The character being white and the hat being white makes it hard to always be aware of when you're wearing the hat and when you're vulnerable. I guess you don't want to change the design to a different colour hat but maybe some other cue would be in order.
Linux build runs fine btw.
I like the game but I think the bat swing should be automatic, something like press the attack button and then spin around, otherwise, I as a player I will just spin the mouse's cursor a get the same effect. And I found a bug in the 3rd level, after being hurt by an explosion, I lost the hat and was behind a wall, unreachable.
Also, I think you should try to make the enemies attack more visually readable, many times I got hit and I was like "Hey, what hit me".
Good demo, it have potential, cute character too, I will not be surprised if the game sell just because of the violent bunny. Keep up the good work.
when i entered the first room that locks you in with enemies, i got hit immediately and the hat flew away through the closed door so i could never recover my hat.
the black arrow that points to your hat or to your objective could not be less visible sometimes lol.
those squares with red edges that activate and shoot you near the end of a level got glitchy visuals (turned into black squares for some frames)
Aside from that it's great man. looks and feels great, levels feel different, all good
I just finished the demo, here's my feedback:
Overall it's a nice looking game.
The button prompts are meant to switch to whatever you're using but I only implemented xbox glyphs for now, tell me if your controller is some weird binglebonkus you want supporting or else I'm just gonna go with the kbm/xbox/ps/nintendo set.
I do not have the Mad Catz Little Brother controller, just a standard Xbox One one. I did see the initial right stick one changed but didn't see anything else change.
Good stuff. The melee feels kinda janky, but that might just be my coordination getting bad, like I wanna swing but it just moves left -> right. A little nudge from the input system would be good, as I don't think there are any use cases for melee to just go left -> right, so when the mouse moves left -> right the system should nudge it to just be a swing.
I don't have lots of feedback for this, I enjoyed it. I really like the hat mechanic, it's forgiving but doesn't take away the difficulty of the game.
i like wigglin the right analog-stick around like i'm playing a more psychotic version of skate. i did almost die when an enemy got killed by the environment and the camera zoomed in on him somewhere else away from me
Initial startup takes long time I suggest you add a loading screen to that part too, so it doesn't look like a crash. Change your viewport scaling options so resizing the window doesn't break the menus. The game *looks* like it should be fun, but it isn't. The controls are bizarre and not satisfying at all. The presentation is excellent, but the underlying gameplay hook isn't there.
For me it was hard to play.
Just so you're aware the Mac build doesn't work, just tried to test it on my Macbook and it won't run.
this game is a lot more polished and juicy than it used to be. great job
i actually do like the kill camera. it's exaggerated and confusing and over the top, which i feel is very appropriate for this psychedelic kind of game
I drank a zero sugar red bull before playing - which was the OPPOSITE of a big mistake.
Feels like a very competent Hotline homage brudda. Props on the music! Probably top 3 most fun demos I've tried thus far.
https://www.twitch.tv/videos/2558804499?t=0h18m28s
Pretty fun Hotline Miami like desu, I don’t mind the levels being difficult per se, but maybe you should tone it down on the "gotcha!" mechanics like exploding enemies and floor hazards (THAT ONLY GODDAMNED ACTIVATE WHEN YOURE IN THE VICINITY AAAAAA) - at least for the intro levels.
Spinning the baseball bat is real nice. The enemy fatality animations have me scared every time that I will die while they play, but it never happened, so I guess it’s fine.
Thanks for playing dude, videos are great feedback. I need to make it clearer but the HAT protects you and you have to pick it up again, I might just make the HAT arrow a screaming horror so people never miss it.
Honestly from my perspective it’s all good, I started to understand what the hat does after a while, I just couldn’t always be bothered to look for it or run back for it breaking my flow.
I stopped playing mostly because 1) annoyed by the floor hazard 2) wanting to give some screentime to other games since you get like 50% of stream time across all streamers already for some reason (prob good sign)