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A jam submission

Void CrawlersView game page

Void Crawlers - You wake up after crash landing on what appears to be an abandoned space station, or is it?
Submitted by DRJuicybear (@frostydowns) — 2 days, 23 hours before the deadline
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Comments

https://www.twitch.tv/videos/2663483711
Encountered the "infinite loading" bug. Got filtered by first room - still waaay too many enemies. Too unforgiving for my liking.

Slots are cool, but need more "winning" feedback imo

Developer(+1)

Thanks for checking it out again, next demo day ill have the ship creator in, which will help with the difficulty, and the spawners will be tied to the difficulty.

I'm going to probably have to do some sort of tutorial, but I don't think I'll have time.

The slop machine will eventually dispense gear too.

Developer(+1)

I just saw the video, thanks for testing it, the loading bug happened to a few people, I've had to redesign and remake the systems, it looks to be resolved now, it was only happening to 50% of people and I didn't know about it before I submitted to DD as it didn't happen to me, I have my lil bro testing it on his laptop for me now, next DD should be leagues ahead, and bug free.

I can also see the struggles you're having with the difficulty, I have some ideas that will fix that too, thanks a bunch.

Developer (1 edit)

Apparently that infinite loading bug is still there, I can't patch it because I was redesigning the unlock system, but will post a patch later on in the week.

Developer

I have push an update with the infinite loading bug fixed, and the difficulty toned down.

v0.3.4.81.

Enjoy.

Submitted(+1)

Menu animations are cool. The maps can get really big, which also means that a lot of enemies can end up spawning and flooding the whole map while I'm stuck with just the basic ship that's completely outgunned in every single encounter. I also feel like I got stuck on the level geometry a lot, especially around the doors they spawn from. The breakable obstacles can hide enemies underneath them too. 

Developer(+1)

Thanks for your feedback.
Yeah a lot of people are struggling with the difficulty, I'm going to apply a fix today to make it easier with less spawners, also has that loading fix, so everyone can play, you're correct about the doors I'm also going to fix them, you're supposed to glide past not get caught.

The breakable objects hiding enemies I'll leave in for now, not sure what I'll do with them yet, I might change how the destruction works on it a little so the roof crumbles revealing them, but that requires a bit of time.

An unintended side effect is that if you destroy something it pushes everyone away if you're hit by debris, when I do a pass on those destructible objects I'll have it so they damage enemies/yourself, which is something that I need in now that I think of it.

Thanks again for giving it a bash, it means a lot

Submitted

brother help

Developer

Well now that's strange, did you try clicking start with the mouse?

Developer

Ok, upon further testing I can confirm I've replicated the issue on my little brother's laptop, it's strange because my parents PC has no GPU and works.

I'm going to see what i can do in the next week to try and solve it.

Submitted(+1)

Presentation is great (obviously not including the grey placeholders), general vibe is great, I think some of the sfx is pretty jarring to be used that frequently and need some variation in pitch or sampling.
The gameplay itself is solid enough; good pickup-and-play concept with a framework to add more depth.
I agree with Mayo that things got a bit too difficult too quickly, but I'm also not sure if I tried all the modes out?
Anyway, keep pushing!

Developer

Thanks for playing, this is some good feedback, I'm glad the menu animations and aesthetics haven't annoyed people yet.

The SFX are something thrown in, I'm agreeing with you that some are a bit annoying, I do have a random pitch set to most things, if you could tell me which SFX it is, I could have a look at it and maybe change the place holder when I do another pass on the SFX (I still need to add in door SFX .etc)

I'm glad it was easy enough to pickup and play, it means I'm doing some things right with the design, I'm gald you can see some potential with it, and it's not just me.

There's only 1 mode available at the moment, so there's not a lot of content but I'll get that sorted in the coming months, now that I have a bunch of ground work sorted.

When you say the difficulty ramped up, when did it ramp up for you? Floor #2? or mid way through floor #1? if it's floor #2, then that's good, as I mentioned to Mayo that's a good indication of things working, the difficulty curve is easy enough to fix, I was going to do each floor as 10%, but I wanted to really ramp it up to the extreme to see how people go on each of the floors.

If it was mid way through floor 1 I might reduce the spawner amount and tie them to the floors difficulty (difficulty 1 starts with 3 spawners, difficulty 20 has 12 spawners but then the difficulty for the floor will increase x1.10), I'm more or less getting a feel for things at the moment, next DD I'll increase it to 10 floors and let people go down further, right now it's 3 floors, which is easier to test and gives me an idea for balance.

I also have a few more questions:
Did you use the dash? How did that feel?
Did you find the style of music out of place? or it was fine?
Did you use keyboard and mouse or gamepad?
What was your average FPS? Do you know your PC/Laptops specs?

I've added your feedback to my notes, thanks again for giving it a bash.

Submitted(+1)

Really like the presentation. I think the difficulty ramps up way too quickly on the onset though. Would be nice to have the health show up next to the ship whenever they take damage or at least show how close they are to dying in some way like external damage or smoke. Showing how much time before ship 2's shot reloads would be nice as well. All in all a good start.

Developer (1 edit) (+1)

Thanks for playing, this is some good insight, I'm glad you like how it's presented, people tend to find it great and not annoying which I feel is a difficult thing to do.

When you say the difficulty ramps up too quickly, when did you feel this exactly? Was it the sudden jump on floor #2? or part of the way through floor #1?

If it's floor #2 then that's perfect, that give me some idea of balance, default ship with no upgrades works till current damages x2, floor 3 is supposed to be stupidly hard, I want to get a feel for what people say about it, also it's good to see the difficulty working, I threw that in yesterday.

The entities they should be turning red for taking damage and blue if they have a shield, but I think they might need a healthbar, I'll add one in and see if it provides too much visual clutter, for next time, at least start with that, since your thoughts are the same as mine.

With the ship creator coming next DD, the enemies will be using the same system, so I'm thinking of instead of healbars they will show damage, you shoot their gun and it breaks off, that's what this new system will be able to do, so I'm hoping this resolves this problem,.

The reloads were on the actionbar before they broke, but I'm not really a fan of the actionbar, I'm thinking I might have a timer around the cursor that appears when it's reloading, or some text above the ship, it might not need a bar, when I get this ship creator in I'll look at adding weapon animations in that will help with the visual cue, I want some juice with that, I'm a big fan of some shmexy weapon animations.

I also have a few more questions:
Did you use the dash? How did that feel?
Did you find the style of music out of place? or it was fine?
Did you use keyboard and mouse or gamepad?
What was your average FPS? Do you know your PC/Laptops specs?

I'm thinking I might add some pictures to the starting room to display how it works, I also need to change that text to suit gamepad or keyboard and mouse, depends what you have selected.

I've added your feedback to my notes, thanks again for giving it a bash.