Great start, most things have already been mentioned, so ill try to keep it short. The menus are well made, the levels feel plain, but that should be fine for a starter area. Imo the bloom is a little bit too strong everywhere, but maybe thats a stylistic choice. The shipbuilder seems cool, but im concerned how youll create synargies, especially multi layered ones. Imo thats the most interesting part about twin stick shooters. And why i think gungeon is a bit worse than isaac as an example. The swaying of the ship needs getting used to, it feels very floaty, but i dont know what else one could do. After some time it was fine. The ai behaviour right now is bare bones, their controls feel a bit clunky. I hope you intend to add ships that can shoot sideways or differently in general on top of what you currently have. The destructible environment is great, just feels a bit awkward when you shoot out the entire middle part and the thing just floats there. I guess its connected to an imaginary ceiling, but it still feels a bit weird. Having you inherently float might restrict you in some aspects, im curious on how youll add variety to the rooms.
Looking forward to the content youll introduce over time. Especially the map generation overhaul you told me about. :>
Play game
Void Crawlers's itch.io pageComments
Hey thanks for giving it a try.
I'm glad people are starting to see the base game take shape now, the design of the levels will be improved with that new generator v3, so far it's been a really solid test to see where I wanna take this or if it was worth further development, which it has by a massive long shot.
Despite being put up in competition with other juggernaut indie titles, I think the trick is to not reinvent it per say, but to continue doing my interpretation of this type of game which should make it unique and have a unique feel to it with still staying true to the incremental formula.
I might have to add bloom options later on, I agree they are a bit overbearing I'll continue to tweak the balance of them.
The synergies will work with the core talent and in game incremental level ups, that should be enough to let people make builds, from then on is playtesting and I'm guessing I'm going to need another pass on the parts, there also will be timed powerups in game I'm thinking, I'm not sure if I'm going a bit overboard, not for scope but for the overall design of everything, but all I can do is develop it and then test it, and if it gets scrapped well that's alright, but everything so far feels good so that I think that says I'm on the right track, not that I don't have a design document, the game's just evolved overtime.
I haven't played enter the gungeon I'll have to it a bash, I'm not sure if it will kill my ideas though for in place of doing what they do type of mindset, if I'm ignorant to those games then I can evolve this without mental constraints, if I hit a design block I'll do it then I think.
I want that floatyness to be determined by your ships weight which I'll be putting in soon, maybe not for next DD though, I'll have to see, weights going to play a massive part in overall feel and handling, I'll have to also figure out where to display that in the ship creator, maybe down the bottom middle, just a few bars that show total weight and power to weight ratio, so if you have a light ship with a gun it will shoot you across the map type of mechanic, it's going to take some tweaking though, this might even evolve into something with weight parts as a trade off for a singular gun, I am being mindful not to go too technical.
Ships shooting sideways might end up being a powerup, but I get what you mean, it's easy enough to implement now the constructor is finalized, it's as simple as moving the chassis sockets around in blender, so I could have more than 4 sockets, but then it becomes more complex and it's more data I have to show players, and I'd have to fix up the menus to be a bit different to show the extra sockets, which might be a thing for DD71 I think so 6 months away at this rate.
The AI needs more of a brain on it, it's at a point it's starting to suffer, I have some ideas to fix some complaints for these little guys, like if they have no guns they just dive bomb you .etc, I just haven't had the time to do that, but I should now that I'm making some new enemies.
The debris is a placeholder, the destruction doesn't really do much detecting, I'll probably do something over the next few months about it since the levels are looking better I need better items, but it might actually come when I update the generator, they're just cut up in blender and activate when you shoot them, I guess I could just extend the collision box down and call it a day actually.
The room variety will be more of a living entity, so hazards, room shifting all of that good stuff, there's a bunch I need to do with it that should make it feel pretty nice.
Then once I got generator v3, that should be enough content for that gamemode's demo, then it's on to gauntlet mode which is an entirely new game mode, then after that it's a basic story mode, then that'll be my early access demo I think, it should be enough content to start going hard on the wishlists, I'm wanting to build the demo that should last people a few hours, and then just cut off content so you're still getting a solid demo to play.
The game warns me that it is pre-alpha, and it can be full of bugs, but I couldn't find any obvious ones.
That is some really high-effort menu screen, though it is not the game I would have expected from the description.
This game could have easily gotten away with being completely 2D, as the movement is like that. So I was really surprised when I managed to be obstructed by debris from my fallen enemy. Hope you will do other cool stuff with it. Boss had a great entry, but went down like a lead balloon.
I was wondering if you could start a game without any engines or weapons on your ship, and you can.
Is the music original? Because it is really great, and I couldn't Shazam it. I say it passes the pre-alpha prototype test very well.
Thanks for playing the pre-prototype, I guess it's more of a prototype now, that's also a good point you're making, it started as 2D but I went 3D as it's quicker and easier for me to make stuff for, when I make the new logo and icons I'll update the description to be more in line with the updated graphics, I do like keeping expectations low especially since there's not a lot of content.
There's a whole bunch of stuff I'm doing with that destruction, because the idea is the spacestation is "alive" I want bosses to utilize the rooms and bash through walls or just use more, picture this, you are fighting a boss, and didn't clear the previous rooms, then it bashes through the wall causing that room to be alerted adding extra enemies to the fight, that type of thing is something I've wanted for a long while but I've had a ton of core work to do first.
The boss is at the difficulty I want more or less, I might increase the 2nd phase's health a little and the 3rd, it's supposed to be super easy to ease people into the game, it's sort of relies on the difficulty multiplier to tune things which isn't bad, I know from testing x4 difficulty with tier 1 ship and guns is a bit of a challenge, x2.5 was a mild difficulty and that feels quite right to me at the moment, but if you have a tier 3 ship then you'll blast through everything, I'm not sure what the max difficulty for that will be, when I add in more projectiles I'll tweak all of the guns and tiers.
And yeah I took the barrier off so people can do what ever, I wasn't sure if I should add that in but noone's complained about it so my "menu flow" for the ship creator is working really well, I think I nailed it which I'm happy about.
The music was hand picked from a humble bundle sound so I have the rights to it, I recently bought another one so I'll have to add more music later, I also need to do more SFX for the doors and what not too but that'll come later when I'm done with more enemies, bosses and the talent and level up system or when I need a fun little break, I also might reach out to the guy that did the music and see if he's got more of this style.
This also reminded me I forgot to put in the feedback form and wishlist buttons, I'll have to add them as well to my list.
In game notes
- Opening had a lot of quick camera movements, tone it down and smooth it out
- Controls and menus are nice, very satisfying
- BUG: If you click off the game during a camera transition, the camera will get stuck. This can softlock the player
- Wish the weapons had more distinct names, but I like the ship builder screen.
- The breaking of walls and dead enemies is nice, but the physics seem a bit bugged, or underwhelming
- No SFX on my own gun is kind of lame
- I found I could spawn camp enemies easily
- Boss entry is cool, but he dies in one hit
- The fast paced track with the high-hat is a jammer
- Sometimes enemy shards get stuck in front of the player
After play thoughts
There’s the bones here for a good “binding of issac”-like, but it just needs a lot more content. I was enjoy the gameplay, but without the slow drip of items and new enemies, it quickly gets samey. It seems like you have a good framework built though, so hopefully you can start adding that in easily.
Flying around was satisfying, the music was good, and everything mostly worked. Just needs more content.
Thanks for giving it a bash, I'll reply like a todo list so I can add more suggestions to the list of tasks I have to do.
- Yeah they're rough, I'll do a polish pass on it later when I add a skip cutscene in I'll give it a once over.
- You're the only one to find that so far, it's just in the initial intro as far as I'm aware, it's a minor bug that will be fixed when I get the skippable cutscenes in, that's low on the priority list at the moment.
- The names are all just debug list, I'll be sure to name them when I add in more bullet types and particles, it's almost time for that though.
- I'm not sure what happened to that physics, I think it was when I changed the power of the bullets when I split all of the ship parts up, when I do the weapon names I'll give that a look, they were blasting out but those barriers also need a fix as the roof just stays mid air which has annoyed me for a long while, they are placeholders, so I might do a pass when I add in particles.
- I didn't get around to dragging the SFX into the gun, I also think part of that was because guns are assembled in game, I might have to upgrade my excel sheet for the SFX now that I think of it.
- The difficulty was too high the previous demo days I had a lot of complaints, eventually when I do the new generator, that will adapt the difficulty to the amount of spawners and how many spawn out to prevent camping but that won't be for a few months yet.
- The boss is tunes for the first tier weapons it does get progressively harder on the 3rd floor but it's only x4 difficulty, which is part on me for not explaining things, that will come when I put in the difficulty selector so people can tune the challenge.
- The enemy collisions might have to be tweaked, I personally found being jammed by debris one of those "annoying realism" things, I think what would fix that is if you can push it but it's a bit weightless so it doesn't stop the player but semi-slows them, that I think would be a good balance.
I'm glad to hear your thoughts, you've given me a bit to think on, it's at a place I'm happy with to add more content because it's now mostly bug free, I'm also glad the handling was feeling better, the ship does micro tilting in directions that you can't really see but I think it adds to the feel, I'm also going to add a weighted mechanic so if you are a light ship, and you have a big gun it adds more pushback, you probably notice that now, but it's kind of place holderd.
Next demo day I wanna have the incremental stuff going with a few more enemies, it might feel like a minor update but then after that it should feel like a larger update because I'll have more core work done on it.
Thanks again for playing it.
I finished it with no problems, for the most part I thought the demo was too easy.
I liked the visible destructible feedback of the ships and environments, that was really cool.
The gameplay is solid, but I wonder what's your plan ahead in terms of content. I'm guessing more enemy variety, more bosses, other environments, etc. Aside from that I don't really have much feedback to give.
It was a fun demo. Good job!
Thanks for testing it, I'm glad it's at a point people aren't finding bugs, it means all my core work is solid, people are enjoy the aesthetics and sound too which is a big thing for me to have a pass on.
Well for the content wise there's going to be more enemies, more bosses, the core talents/stats, then there's the level up mechanic I've been dying to work on, this will be the next 2 months work, then after that it's generator v3 which will do a whole lot with the rooms and bosses.
The goal for this demo day was just feed back if the game actually was bug free, the previous demo days have been miserable because of bugs, but I've rewrote a lot of code so now it appears to be solid, I also understand a lot more on how unity operates too which helps.
I'm wanting to have talents that you then improve your ship with weapons and the level up system compliments the weapons you used and the talents you picked, I also need to have melee abilities which I'm going to give a test run on with the talent tree, so you can be melee or ranged based type of deal, that's current feels right for the game, so think the castle in rogue legacy that you're able to upgrade but it's your core talents, I also though about adding in pilots for even more customizable stuff but I'm going to see how this all pans out with some testing first before I decide.
I'm glad you had a bit of fun with the game even if it lacks content that's ok because I can always add more content in, can only go up from here.
-The main menu is really cool, there's a lot of soul there.
-The ship builder's aesthetic reminds me of F-Zero GX, so hell yeah.
-Played with keyboard.
Have you thought about making it into a voxel game? I don't know how this shit works, but would that make destructibility easier? The destructibility actually looks quite nice, but I think you could lean into it a LOT more and make that the main hook (I really like destructibility).
Rapid fire nitpicks / gripes (apologies if I'm talking about placeholders):
- Resolution said something like "temp res" the first time I booted it up, UNPLAYABLE.
- The colorblind settings are... interesting. If it isn't a placeholder, it's like, 10x more intense than it needs to be, and that 10x is literally ten times.
- After choosing the memory card the camera moves, there's no need to though, it would look better if it stayed there and the game appeared on the desk or whatever.
- Why call it "exhaust" instead of thrusters? I was confused why my ship didn't move because I didn't add an exhaust.
- This is my biggest nitpick: why call the parts "weapon1", "weapon2", etc? Wouldn't it take the same exact amount of time to call it "Gauss Gun", "Photon Cannon", "Big Tuper Deluxe", and so on. I know, early prototype, but it would still make it easier to remember which weapon is which for feedback! The slow firing one fires WAY too slow for being such a wimpy little shot.
- Just put the basic controls floating in the first room in the first dungeon instead of having them show up on launch (I know that's not final, but it still would improve the demo).
- FPS shows up as -2.222223 E13 or whatever on pause screen, literally unplayable.
- There doesn't appear to be a way to get back to the main menu from the "want to create a ship?" screen if you go back to it from the pause menu.
- The enemy spawners with numbers on them look too much like exits for the player.
- I'm not sure about the slot machine as a concept / how it fits the vibe of the game.
Thanks for playing, I'll reply in a todo style list so I can easily add it to my todo list.
I'm glad you enjoyed the menus, it's about the only content at the moment next DD will be better now I'm not stuck on menus and design, I don't really want to mess with voxels but I get what you're saying, the destruction is easy to do at the moment, I don't think I'll ever hit performance issues with it, I also haven't studied anything on voxels but I think it's a plan I had to have from the get go, it might be too late now engine wise, I think there's little to gain with it, and yeah the destruction is something I want to lean into, but I have to be careful as it creates an absurd amount of clutter.
- I'll fix that temp res soon, I actually thought it was fixed but it's to do with the settings loading I think it actually might be just a display refresh I need to do.
- I was told these settings don't actually help colourblind people, so I left it there to get some feedback with it, I think it's to see what others see with that type of colourblind so you can alter your game's colours to meet those requirements, which since I have it there it'll be good when I get more content I can go and tweak everything.
- I wasn't sure what to do with that part, I'll probably end up leaning towards putting in a disc and you select something on screen, I've had a few people wanting that now but I was trying to keep the OG design, I'll revisit it when I have more modes.
- You make a good point, it originally was just the exhaust but it's turned into more thrusters, I'll have to change that.
- They're easily editable on my excel sheet, I'm just lazy and I need more projectiles, I still gotta tweak things with them but I'm not too phased, I'll probably do that when I start making more projectiles, which I think will go well when I do abilities over the next 2 months.
- That FPS bug is because time is set to 0 so it has a hissy fit, I'll probably default it to just a dash.
- I think it's time to put in the back button for controls to escape menus, my friend was mentioning this a few weeks ago, so it's become a needed thing now.
- You actually make a good point for those spawners, I'm not sure if there's much I can do about that, I could change them but that wouldn't really resolve the issue, I might need to add a red light on it or something, or change the neons to red to show it's "bad", when I eventually get more of the level's themes in there's going to be more logic to the spawners, such as coming from vents, getting shot out of infestations .etc.
- It's going to end up being a rarity for that, it's not supposed to be as frequent but I don't have enough content for the shops to have any variety, and the slop machine was just something I wanted to put in for fun same as like a roulette table, they'll probably show up 1 in 200 generated rooms realistically, and those type of games I can whip up in a day or so.
I've added these things to my feedback list to help shape the future of the game, thank you.
i finished lvl.3, aka demo's end; played with pad.
Overall thoughts
i like the tron+geometry wars vibes
destructibility i like a lot, and probably it's your main focus. "see how every enemy and the arena itself is destructable" etc
gameplay is solid, but with only one enemy there is only so much i can say about combat feel.
i don't have anything bad to say about your demo. the main problem is that you need tons of enemies, guns, ship parts and bosses.
it's no joke when you have isaac as competitor.
Random stuff i noted
lmao what's a pre-prototype
the first screen where you look around it's cool but imo too long;
when you choose the memorycard for your saturn: the light border on the cards seems too little, it's probably just a problem caused by the camera angle
"go back" with B/circle button in menu ui imo it's a must;
making the enemy spawn after you open the gates is imo not a good choice (visually). maybe you spawn them "deactivated", then you open the door and then you ativate the ai
you need "something" to happen when you kill an enemy to visualize the kill(beyond energy/money drop). The destruction fucks with this, bacause some enemies are still alive when they are only "a few bits of poligons left" and i have to double check them.
lmao a slotmachine room. i lmao, but if this is the only "shop" i'll suggest you to make also a classic one, and leave the slots for risky "rare" drops. a way for better players to have more fun.
also since this is an isaac game, you probably need a powerup per level to incentivize exploration of the dungeon.
boss door should be different, beside on the map (again, isaac)
when exp flies to you, it shouldn't have an "OnExitTrigger" or similar effect imo. when the energy locks you it flies to you and should not lose you
when you change dungeon floor, it seems "level" is reset.
i like music blasting, but it seems to increase and decrease volume on it's own. you should make "maximum volume" in your audio mixer. also an option to change volume while pausing
i like a lot that razor boss on lvl.3 has more parts to be broken than previous versions.
about the boss, i like his intro a lot, but ofc in three levels i was already "get over with it". it's probably more a recycle content problem that will disappear once u have more bosses
i dunno if i like that if you dont "aim" your ship goes places when you shoot
Thanks for giving it a bash, I'll reply as a todo list style so I can easily add it to my todo list.
- Glad you like the vibes, it's something sort of hard to get right for me but I'm pretty happy with this, it's not going above my artistic skill level which is pretty low, same with those destructible environments I'm going to lean pretty heavy into that, it sets it apart from other games of that genre, especially since my competition is binding of isaac, by competition I mean it has to be on par with the amount of content and polish in that game.
- You make a good point with that, I personally didn't go much on binding of isaac it's always never clicked with me for some reason, which is a good thing because I got a bunch of ideas how to improve the genre, that being that destruction and in game levelup that's curated to your ships weapons and ships core talents, there's also another 2 gamemodes planned story and gauntlet, gauntlet will be more "tarkov" extraction inspired, I should be able to make this into something pretty fun now I got the whole neon vibe going on.
- Yeah I understand the contents lacking, I'll have a few more enemies next time now that I'm done with the ship builder's core functionality and migrated the parts to be non-prefab.
- Pre-Prototype - Don't expect much of anything yet, if you think that's gold, you should see the trailer, I added "Pre-Prototype Pre-Alpha Pre-Beta Pre-Gameplay Gameplay" haha, I'll probably should swap it to prototype now that a core loop of the Arcade mode works.
- I'm going to add a skip for the cut scenes, I also need to apply a fix to disable controls when you first load the game, because right now you can bug out the animations if you spam the enter button, so I'll probably add a skip when I do the back button to exit out of everything.
- Good point with that, I think the camera might be a tad too low, when i go and do another pass on this I'll fix it all up, but it won't be for some time now I think, I got content to load this thing up with now.
- I get you, and that's going to be fixed with generator v3, the idea is the space station is "alive" so I'm going to lean into that, which comes with new interesting rooms that can close in on you, or start empty and then it becomes "alerted", which all fits in with the story mode I wanna cook up, for now I might have a delay and a red light on the spawners giving a bit more warning.
- I don't have any particles yet, and I think that's becoming a bit of a problem for people, I also don't think I'm there yet to juice the game, I might just throw in something as a place holder for now, eventually I want smoke and all types of things for the damaged parts.
- The slopmachine is funny but you're correct with this, it's supposed to be a rarity but I don't really have much content so it just stays there for now, I have other gambling ideas too, these novelty rooms will eventually be super rare when i get a proper shop in (I wanna have a hot android waifu as the shop keeper).
- The power progression is coming next, a ship core talent system that's where you can assign abilities with a tech tree, and then an in game level up system that focused to improving what you already got, there's also ultimates and evolution modes planned, talents will help with the corruption system, I always thought it would be cool to go "beast mode" for a short time with a sanity type of mechanic, I'm still working on the design of it though, I may end up saving this for story mode rather than arcade.
- Yeah I hear ya, that's why yesterday I remade those doors so I could get the logic in for showing different rooms, that might be a generator v3 type of thing.
- You're the 2nd person to mention that, and I completely forgot to fix it, I wasn't sure if this is a mechanic I wanted to leave but it appears people hate it dropping off, so for now I might just add a toggle to not give up floating to you, maybe save that for like "dense exp" so it's heavier and floats slower, then I could have something in specialty puzzle rooms that you gotta get to with a chance of it falling down a hole or something, which doesn't make sense since you're a flying ship.
- The level is regenerated so it's reset in a way, it's quite fast so it might look like it just refreshes the map, but everything is proc gen.
- The music might be different volumes in itself, I eventually want to get some music curated to the game itself rather than these humble bundle placeholders, I might look into that when I get these things sorted, I'll check the code and see if it's a volume bug, the pause menu stuff I'll eventually add, I want a rotatable controller just like on goldeneye I found that to be sick, I wonder if I can do a bit with the other options.
- The boss on floor 1 has little HP and your bullets damage transfer over to the other parts so it's why you miss some of the destruction.
- I get what you're saying about him, I think it lies in balancing the HP of his parts, he's supposed to be a simple boss with nothing too technical, you're right with saying things will improve when there's more bosses.
- The aiming thing is a whole mechanic I'm fiddling with, I want weights on your ship that stabilize shots, so if you put a big gun on a light ship it's not going to be accurate, at the moment there's no weight calculation into the recoil and pushback, I add that in the coming months.
So overall just content lacking and a few QOL improvements, with no bugs, that's excellent, thanks for your feedback and time.








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