The bullet hole decal and spark most times do not match up with the other vfx(smoke and fireball) for bullet impact. As you can see it happens both up close and at a distance.
Went to level select and did the ones that didn't have a best time, I assume from previous saves. So everything after and including Atlantis. When beating these bosses, after pressing continue and getting the cutscene it would keep the pause menu up but have me in gameplay at the same time, so since the mouse is still locked to the center of screen I am forced to exit to menu.
It's really buggy. Menu on game over and level end doesn't work. Bullet time doesn't end. I have no idea how to get out of the mech in the second level. Chainsaw doesn't do anything.
Mouse sensitivty is really weird. If it's supposed to be a limited turn speed thing, I think there should be two "crosshairs", one for actual mouse position (and it should be visible to communicate that it's actually responsive to the input and where player will end up aiming) and the other for actual mech orientation getting interpolated to the mouse position.
Cool boot up sequence, all mech media needs a cool boot-up sequence.
There's some odd behavior with the mouse pointer when you change the screen resolution, as in, the point doesn't remain on the tip. Might be a UI scaling issue.
Also, the mouse pointer defaults to center of the screen when opening the settings menu.
The "it's not frozen, I swear" warning was only on screen for a few seconds at most so whatever was worrying you wasn't an issue.
There's a stutter whenever you use a weapon you haven't used before, but only the first time you play the game. It's not a big deal, probably just shader cache.
The menu after a game over doesn't work, can't retry, go back to the main menu or quit. However, the same options work fine in the regular settings menu. The menu after finishing a stage has similar issues.
I like the new cockpit with the 3D wireframe model in there, but some kind of rear view camera would be more useful. Also, maybe a little radar animation and higher range because enemies kept sneaking up on me. Maybe they are too quiet.
I couldn't get any weapons besides the starting ones to work in the arcade mode but they work fine in the stages. I could select them but they wouldn't fire. It would be nice to have a loadout screen regardless.
I got better at the arcade mode over time but my high score was only 18.
Overall, I'm sad to say that the game might need a refactor of some sort because the menu, weapons and inventory work differently depending on the stage when these should be modules that behave identically everywhere.
I like the graphics rework of the city in the Arcade mode, also the cockpit looks more polished. The main menu also looked really cool. Still, it's hard to see the focus of the game in general, at the moment the Arcade mode seems to be the most polished game mode. Damage feedback is a little confusing, can't really tell where or if I'm getting damaged. The "Game Over" menu did not work, I had to ALT+F4 to start over. The other levels seem to have stayed mostly the same? (I'm sorry I didn't try them all). It's nice to see you are back.
Pressing F activates slow motion, and I don't know how to turn it off.
Like Penguin Garden said, the death menu doesn't let you click on anything.
Far be it from me to criticize another dev who suffers from Juan's cruelty and trickery... but I think the performance gives the game a bad first impression. There's a lot of juice here, without a doubt, but the weird stuttering detracts from it. It's at 90-110 fps, which is nice, but it seems like firing a weapon causes a frame hitch or something, which makes it feel bad.
It seems like it takes a while to load all the shaders or whatever (I might be tripping), so IMO it would make sense to have a longer loading screen with the benefit of hopefully better performance, you know?
Blorb spotted, certified GOTYAY.
The buildings in the "arcade" level give me PS2 / Gamecube vibes--which is very cool, but also very ambitious to pull off IMO. It's kind of hard to tell what level of fidelity you're going for overall.
It's been a while since I played this and I wanted to give it another try but every time I die I can't select anything in the options menu and have to alt f4 which is pretty annoying. Would appreciate if it gets fixed before I play more
I like the design of the menu widgets, though some of the buttons in the pause menu don’t work, and getting a game over is essentially a soft-lock that requires me to kill the game. The level select looks fucking sick though, good job on that one.
A couple of things I think would add a lot to the main menu:
Try a lower camera angle, maybe waist or knee height looking up at Claire and the mech.
The specular highlighting don’t do Claire’s model a lot of favors, her texturing is very flat. Adding some strategic creases to her suit would probably help a lot, especially paired with a normal map to make the light pick them up better.
The Tab menu is really buggy, there seems to be a big disconnect between the buttons on the sides and the loadout in the middle. Like you can toggle the shotgun off but selection is based on whichever in that slot was last clicked. Or how the menu indicates you start with the railgun when actually you start with the nailgun
The laser is pretty disappointing, it’s just another railgun but with a trail. It also seems to always shoot to the bottom left of the reticle and only seems to reach out about as far as the flamethrower. I was thinking it would be more like Quake 3’s lightning gun.
Really not a fan of the new arcade level. The buildings look better but the layout of the last one was much better. Now it just sort of looks like a block in New York or something while the last one felt closer to a Hawken map. Not to mention you can totally cheese the whole map by jumping onto any building and suddenly you’re in waaaay less danger.
I don’t know if it’s a lack of directional damage indicators or some other feedback but those crab bot things are by far the most dangerous enemy in arcade mode. They just nibble on your shins and you don’t even know they’re there.
I bitch a lot but I’m glad to see you’re still working on this, I’ve now had a chance to draw you some fanart. And in traditional media too!
The core of the game I think is still solid, but the feel still needs serious polish. Movement and turning aren’t as smooth as they could be, lots of things happen in the game without giving effective feedback, animations are often very stiff without a lot of continuity between actions. I think you can still capture a lot of people’s imagination even without it, but really locking on JUICE would make this game so good.
Edit: The game runs fine for me on Linux. The file size is gigantic but I don’t think I had any problems specific to Linux.
Comments
The bullet hole decal and spark most times do not match up with the other vfx(smoke and fireball) for bullet impact. As you can see it happens both up close and at a distance.
Went to level select and did the ones that didn't have a best time, I assume from previous saves. So everything after and including Atlantis. When beating these bosses, after pressing continue and getting the cutscene it would keep the pause menu up but have me in gameplay at the same time, so since the mouse is still locked to the center of screen I am forced to exit to menu.
It's really buggy. Menu on game over and level end doesn't work. Bullet time doesn't end. I have no idea how to get out of the mech in the second level. Chainsaw doesn't do anything.
Mouse sensitivty is really weird. If it's supposed to be a limited turn speed thing, I think there should be two "crosshairs", one for actual mouse position (and it should be visible to communicate that it's actually responsive to the input and where player will end up aiming) and the other for actual mech orientation getting interpolated to the mouse position.
Cool boot up sequence, all mech media needs a cool boot-up sequence.
There's some odd behavior with the mouse pointer when you change the screen resolution, as in, the point doesn't remain on the tip. Might be a UI scaling issue.
Also, the mouse pointer defaults to center of the screen when opening the settings menu.
The "it's not frozen, I swear" warning was only on screen for a few seconds at most so whatever was worrying you wasn't an issue.
There's a stutter whenever you use a weapon you haven't used before, but only the first time you play the game. It's not a big deal, probably just shader cache.
The menu after a game over doesn't work, can't retry, go back to the main menu or quit. However, the same options work fine in the regular settings menu. The menu after finishing a stage has similar issues.
I like the new cockpit with the 3D wireframe model in there, but some kind of rear view camera would be more useful. Also, maybe a little radar animation and higher range because enemies kept sneaking up on me. Maybe they are too quiet.
I couldn't get any weapons besides the starting ones to work in the arcade mode but they work fine in the stages. I could select them but they wouldn't fire. It would be nice to have a loadout screen regardless.
I got better at the arcade mode over time but my high score was only 18.
Overall, I'm sad to say that the game might need a refactor of some sort because the menu, weapons and inventory work differently depending on the stage when these should be modules that behave identically everywhere.
Either way, keep up the good work.
I like the graphics rework of the city in the Arcade mode, also the cockpit looks more polished. The main menu also looked really cool.
Still, it's hard to see the focus of the game in general, at the moment the Arcade mode seems to be the most polished game mode. Damage feedback is a little confusing, can't really tell where or if I'm getting damaged. The "Game Over" menu did not work, I had to ALT+F4 to start over.
The other levels seem to have stayed mostly the same? (I'm sorry I didn't try them all).
It's nice to see you are back.
At last... I have truly become (a)woken.
It's been a while since I played this and I wanted to give it another try but every time I die I can't select anything in the options menu and have to alt f4 which is pretty annoying. Would appreciate if it gets fixed before I play more
He hath returned, it is the legend…
I like the design of the menu widgets, though some of the buttons in the pause menu don’t work, and getting a game over is essentially a soft-lock that requires me to kill the game. The level select looks fucking sick though, good job on that one.
A couple of things I think would add a lot to the main menu:
The Tab menu is really buggy, there seems to be a big disconnect between the buttons on the sides and the loadout in the middle. Like you can toggle the shotgun off but selection is based on whichever in that slot was last clicked. Or how the menu indicates you start with the railgun when actually you start with the nailgun
The laser is pretty disappointing, it’s just another railgun but with a trail. It also seems to always shoot to the bottom left of the reticle and only seems to reach out about as far as the flamethrower. I was thinking it would be more like Quake 3’s lightning gun.
Really not a fan of the new arcade level. The buildings look better but the layout of the last one was much better. Now it just sort of looks like a block in New York or something while the last one felt closer to a Hawken map. Not to mention you can totally cheese the whole map by jumping onto any building and suddenly you’re in waaaay less danger.
I don’t know if it’s a lack of directional damage indicators or some other feedback but those crab bot things are by far the most dangerous enemy in arcade mode. They just nibble on your shins and you don’t even know they’re there.
I bitch a lot but I’m glad to see you’re still working on this, I’ve now had a chance to draw you some fanart. And in traditional media too!
The core of the game I think is still solid, but the feel still needs serious polish. Movement and turning aren’t as smooth as they could be, lots of things happen in the game without giving effective feedback, animations are often very stiff without a lot of continuity between actions. I think you can still capture a lot of people’s imagination even without it, but really locking on JUICE would make this game so good.
Edit: The game runs fine for me on Linux. The file size is gigantic but I don’t think I had any problems specific to Linux.
crashes on start up for me
Oh It's finally back