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A jam submission

Heart of EvilView game page

Submitted by GorriDev — 2 days, 23 hours before the deadline
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Heart of Evil's itch.io page

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Comments

Submitted

Played through it, thought it was fine, I liked it. It got pretty hard sometimes, enemies felt very aggressive and there's so many of them. I liked the houndeye looking creature.

When you press a button in the UI that moves you to a new level the game kinda freezes for 3 sec with no feedback, it would be good to have a fade out or animation before you move over to the new level.

Developer

Thanks for playing!

When you press a button in the UI that moves you to a new level the game kinda freezes for 3 sec with no feedback

I should probably get around adding a loading bar, you're right.

It got pretty hard sometimes

I might have gotten carried away with some encounters considering that it is meant to be level one, sorry about that.

Submitted(+1)

I don’t know if I ever looked in the options before but I appreciate having a 144 FPS limit option. The only problem is that you and the enemies are still moving on the physics step without interpolation which looks very jank. I think that’s fine for physics objects but it makes gameplay harder. And reiterating what I said last time, adding some momentum to all character movement would go a long way.

I’m no expert on Godot but in my boomshoot I did character collision detection and slide move on render frames, and I hear a popular way is to keep it on physics frames but render them one frame behind and interpolate. I know Overwatch does that fine but you’ve got really snappy movement with enemies that are quite small on screen so that tiny bit of lag might not be worth it.

I really like this new Gorge map, you’ve done a good job with all of the foliage and it even makes many of the enemies scarier that they can see through it. I don’t think you’re trying to do any stealth so it should be fine to keep it like that.

I don’t know if it’s just my mouse ghosting but I would sometimes click once and get two shots out of the coach gun.

Man, I really felt that sound of getting hit by a javelin at one point. Good job. Do the javelin guys need multiple headshots to kill them though? I feel the extra oomph sound is kind of wasted because it gives you the impression you can one-shot them in the head but that doesn’t seem to be the case with the pistol.

I’m going to need you to give me a way to reverse weapon scrolling. “Down” is “Next” and I’m tired of pretending it’s not.

This one guy was hard to spot against the environment and I don’t think it seemed quite intentional. I don’t think that’s a particularly big deal though, I mean camouflage is legitimately something I the mutants would use against you to full effect.

I think you can get away with making these mountains just textured planes like the trees and like the mountains on the other side of the skybox.

I don’t think this is the intended way to this secret, I got there with a shotgun jump from down below, but it looks as if you should be able to crouch to get in except I don’t think there is a crouch.

I didn’t finish the first mission, died trying to shotgun-jump to the mutagen near the lighthouse and the checkpoint set me back further than I wanted. I didn’t check if there was quick-saving but I’d appreciate if there was.

I had intended to do a fanart for your game last demo day but had no time due to my daily drawing challenge at the time. So I did this one earlier before I even tried the new build.

Developer(+1)

Hey man! Thanks so much for the fanart, it looks amazing! I really appreciate it.

and I hear a popular way is to keep it on physics frames but render them one frame behind and interpolate

I will look into that.

“Down” is “Next” and I’m tired of pretending it’s not.

Invert mouse wheel option by next build.

I don’t think this is the intended way to this secret, I got there with a shotgun jump from down below,

No that is the intended way, you can drop from above but it's janky and you might get stuck. I spent some time testing shotgun jumps to make sure there wasn't any egregious shortcut. The only failing is later in the boss arena when invisible walls are way more obvious.

I didn’t finish the first mission, died trying to shotgun-jump to the mutagen near the lighthouse and the checkpoint set me back further than I wanted. I didn’t check if there was quick-saving but I’d appreciate if there was.

Dang it. Some players trigger checkpoints before they finish an encounter and then die before the next checkpoint. I should probably give checkpoints a cooldown instead of disabling them once reached? 
Forgot about quick save, I'll add it and then teach it in the tutorial.

Thanks again for the fanart and the feedback!

Submitted

Only just realized that this game and its name is inspired by Heart of Darkness. Even moreso with the original roguelike version, where it was a linear river.

-You made it so dart throwers aim where you're going now. Not a big fan of that in FPS but it's fine I guess. I notice that this can be baited by jumping(they aim too high or too low depending), may be intended or may be cheese, since it's silly to aim into the sky/ground when jumping. [later] Due to this, I basically do circle strafes but jumping like a moron the whole time.

-I pressed Onwards and nothing changed? But I can replay the Gorge level again. Is this intended? You had multiple levels in the previous demo I played. I tried playing again but I was getting too bored.

I didn't really enjoy it as much as last time, when the boat was still a thing.

Developer(+1)

Thanks for playing and thanks for the comment.

Only just realized that this game and its name is inspired by Heart of Darkness. Even moreso with the original roguelike version, where it was a linear river.

Yeah the riverine theme is getting a little lost with all these updates. Heart of evil is getting ship of ship of theseus'd pretty hard. I should change the name too since there's a half life 1 mod themed after apocalypse now with the same name.

 dart throwers

I've been trying to refine ground combat so that enemies ask something of the player. The ranged enemies make the player dodge now. I suppose their aim being thrown off by jumping kinda defeats that, I can make it so they only lead their target horizontally.

I pressed Onwards and nothing changed?

Yes I removed level 2 and 3 because this build was meant as a boatless test and I didn't want to potentially leave new testers confused.

I didn't really enjoy it as much as last time, when the boat was still a thing.

Sorry to hear that but would you say is the boat you miss or just the freedom and calmer pace of the disconnected island encounters?

Either way thanks so much for taking the time to play again!

Submitted
Sorry to hear that but would you say is the boat you miss or just the freedom and calmer pace of the disconnected island encounters?

Sure thing, ought to have included my reasoning. Just to be straight up, I was in a bad mood at the time so for example I rage quit from the worm dog shotgun encounter, then came back later.

One thing I didn't mention about the dart throwers: when I didn't know about the jumping trick and was annoyed by the predicting, it was  because they could do it from so far away, their bodies small targets while they easily hit me when strafing from far away. Felt ridiculous, and so I had to do an awkward zigzag just to close the distance(perhaps I should have taken pot shots instead, but I usually had too little ammo after doing so). Due to all this added difficulty to base enemies, I gave up on meleeing anything besides the crabs. Just a thought, but I'd rather make this sniping belong to a higher tier enemy, so it's less common.

I liked the boat since it added a lot of exploration(and choice of assault location) to the level, which just isn't possible in a standard fps map. It is also 'home base', so it feels more like you're conquering the map as you push up your base, rather than just razing it and moving on. Though the controls were slightly awkward, sailing around felt cool and having the oh shit moment of an ambush to fight or run from was nice. One of my favorite parts of the previous demo was the last level: destroying patrol boats then docking under the big tower, and when low on supplies gliding back down to the boat to grab the ammo box.

Though, I can understand having issues with the boat, since it can allow bad form by the player. Like rat holing by looking for secrets in the wrong area, getting the boat stuck, or using it to cheese something. If you really don't want to pursue the boat stuff then so be it, but I thought it was the aspect that set this game apart from other FPS and was a main selling point.

Due to only being 1 level long, I felt wanting for more guns to shoot with. Now that I think about it, in the boss room I think there was a weapon on the center pedestal, but I couldn't figure out a way to get enough air to grab it. Speaking of, I didn't like this boss much at all. Very chaotic, felt more like a 2nd or 3rd boss. The lock on attack means you can't stay in eyesight for very long, so you hide. But you have to keep moving or else the lightning gets you, or the summons do. Also your cover is destroyed. He randomly teleports so you have to run jump across the map for a few more shots at him. In the end I mostly just spammed everything at him and spam healed in the open since it was killing me inside. I did realize at some point that the pedestal with the gun on it was invincible to the explosion spell, which is something.

After all that complaining, I should mention that the new enemy models are nice, looking more mutated. And, the strange fishing/bestiary minigame is something I haven't seen before, neat. Also the angular-piranha-fish jumping at you onto land is a fun enemy, and visual. Probably forgetting a few things, hope I'm not being too negative but it was my experienceTM. Keep on trucking, regardless of my opinion I'm sure the game will keep getting better as you flesh it out.

Developer

Thanks for trying the game more and for giving me more feedback, very much appreciated.

You already mentioned most of the problems with the boat, there was also the fact that it was not intuitive to control and how awkward combat was on it. I made the mistake of thinking I could make an FPS game and add a vehicle to it and then figure things out but levels suffered because of the boat and the boat suffered because the game only really happened on land.
I had to decide which part to throw away and I decided to keep land combat but as I said I think the boat could have a special section later with its own bosses and challenges. 
Even after deciding to do away with (or at east delay) the boat I still think the ground sections are barely just okay.
Maybe I'm cramming too many tough combat encounters next to each other because I'm "stress testing" combat and the game would have better pacing with quieter sections between tougher ones, kinda like half life does it.

Balancing on all skill levels is hard too and having difficulty levels don't always work because people refuse to lower it when they're having trouble. But like you're probably right that the javelin enemies need more spread so they don't sniper you at all ranges. The boss I think only needs an easier arena and maybe less summon, but yeah it's probably not level 1 material or could have an easier arena with more cover for him to blow up.

hope I'm not being too negative but it was my experienceTM

Don't worry about it man, it's always useful. Thanks again.

(1 edit)

Everything looks so much better now.

The fishing pole and characters you can have short conversations with between missions is nice addition.

Really like that javelin savages are not just canon fodder. They're the most common enemy, but they never stop being dangerous, due to predictive aim.

Usually I hate it when there's no auto-reload, but seeing trigger pull animation on pistol somehow makes it satisfying instead. Like in an action movie, especially after rapid firing. I still hate it for other weapons. I think every weapon should have an animation for trigger pull without ammo, with visible trigger if possible.

Some medkits hidden in outhouses were clipping through walls and accessible without destroying the outhouse.

I sadly have to admit I don't miss the boat that much. I understand it's probably hard to make it work. F for boat.

Developer

Hey thanks for checking out the game again, I hoped for some feedback from returning players.

They're the most common enemy, but they never stop being dangerous, due to predictive aim.

Yeah in this new build I decided to take a more "gamey" approach to balancing enemies where they require something from the player. Spearguys require you to change direction, shieldguys are easier to kill if you get close and bait their attacks and so on. I think it works better.

 I think every weapon should have an animation for trigger pull without ammo

Doable.

I sadly have to admit I don't miss the boat that much.

Yeah I have to admit it did not work, I just barely got combat to feel decent on the ground.
I might bring it back later in the game for a few levels as a gimmick for some water bosses, we'll see.

Thanks again for playing!

I think the FOV is too wide on the cutscenes, when it came down to the boat you could see the angles and the distortion. probably the cutscenes can switch to a narrower FOV and it would look better. I had a lot of jaggies even tho it was set to 4x msaa so not sure why that was.



I had his wrist clipping through his gloves. nice that it got idle anim on holding the gun.


itd be cool if you could click+drag to pan around this map screen. My OCD didnt like that it wasn't centered on these things and I trying to drag it down so that they would move up to the center of the screen, only I couldn't.

also if to load would be a load button upon selection instead of requiring a double click.

I kept trying to pickup the machete until I realized that I already had one and that was probably the reason. I think a white text message upon would pick up something you already have, "already have [item]" would be good.


i feel like you should be able to jump up this cliff if you hold ctrl was in mid air, so jump-crouching. and also be cool to add crouching and the spear chuckers throw the spear at your standing head then you can dodge it also be ducking 

also I feel like if holding down RMB would reduce FOV a bit to give a "peer" or "zoom" in effect that would be nice too, for all guns not just the spear slingshot.



also it'd be kino if you could press to pick up any spears that you used that are sticking out of the scenery

pretty cool game, once got used to it its pretty fun. but the jump feels a bit off and I kinda feel like the pistol feels too weak for having no recoil or something

Developer

Hey thanks for playing and thanks for the screenshots.

I had a lot of jaggies even tho it was set to 4x msaa so not sure why that was.

Yeah your game seems to be running at a super low resolution for some reason, can I ask what resolution you were playing on? 
Anyways thanks for the rest of your feedback, I'll consider your suggestions. A Lot of people have asked me for crouching in particular but I'm conflicted about it, I'll see how I feel after some testing.

honestly I only wanted crouching for crouching jumping for extra mobility, then I realised that crouch jumping would be weird if you couldn’t also crouch in place. I was running at 1600x1024 for these ones

Submitted (1 edit) (+1)

seems like a boomer shooter trying to be an imsim almost. enemy movement is interesting but it doesn’t seem like you have the same kind of strategic tools to deal with the generic ooga booga spearchucking savages. definitely a chudgame in that you get the power fantasy of shooting subhumans with your semiautomatic firearm with a mandatory explicit reload. gun dork stuff fell short though imo because you keep all the bullets left in your magazine if you reload halfway through, and the pistol reload is fast enough that there’s no point in doing anything but reloading after each kill

Submitted

I'm not a big fan of fps but I gave it an honest try. I found this game to be very stressful.
Combat was ok, but it was relentless and felt unending. The checkpoints were in very hostile places where I kept respawning to immediate damage or death.

To top it all off I had a sinking feeling that I wasn't going the right way which made the combat anxiety even worse.

Sniping the blue guys with the spear was nice though.
Developer

Thanks for trying the game out, I appreciate the video and the feedback. Feedback from an inexperienced player is always valuable.

Maybe there ought to be some easier combat before I toss the player into those combat encounters maybe, I noticed you didn't realise that the spear enemies lead you and you need to throw their aim off for example.
The player being able to walk forward, trigger checkpoints and then forgetting to save after killing all the enemies can also be a bit of  a problem, maybe implementing a quicksave button and teaching it in the tutorial will be enough to solve that.

To top it all off I had a sinking feeling that I wasn't going the right way

If the game lets you go somewhere you're either progressing the level or finding a secret, there's no wrong way to go.

Thanks again for the video, sorry the game was stressful.

Submitted(+1)

Very nice water.

Thoughts:
- It needs some cue that I'm about to die.

- Why is there no auto reload on left mouse button once magazine is empty? This has to be defiance but for what purpose

- Thanks for keeping all the checkpoints, good choice, appreciated it when I was checkpointed being chased by horde of dogs.

- Good level design, never got lost.

- Boss fight was great, except for not killing spawn mobs and spawning 123 squids after the boss died. Usually once the boss is done you've got a moment of respite, in this case it turned to fight for life so you don't have to repeat the boss fight, also an interesting experience.

Good game, all the best.

Developer(+1)

Thanks for the feedback and thanks for checking out the game. 

except for not killing spawn mobs and spawning 123 squids after the boss died

It's like a small "oh shit" moment to be cheeky. I might remove it if testers die too much from it.