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A jam submission

Dragonfly DemoView game page

Demo for Dragonfly, crash n' shoot FPS
Submitted by quadrillegames (@quadrille_games) — 2 days, 20 hours before the deadline
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Dragonfly Demo's itch.io page

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Comments

Submitted

cool game. some nitpicks:
default audio was very high. even after lowering it to near minimum menu sfx were pretty loud
sometimes you interact with things with E, sometimes with F? small inconsistence
i completely missed that i had to press C to detonate a charge and i had to look it up in the key bind
at some point i ran out of pistol magazines but i was unable to pick up more? like i did find some but when i tried to grab the pickup it just didn't.
if i destroy all the parts surrounding a wood piece i would expect that piece to be destroyed as well rather than float in the air

Submitted

Really cool game, gave me some serious FEAR vibes when playing. Played through on hard

  • Music is great. Default volume in level 2 makes it pretty hard to hear enemy footsteps
  • Guns all feel awesome. what a meaty shotgun sound effect.
  • destructible terrain is used well and the levels seemed very well designed
  • The mechanic of getting decaying shield from enemies is really cool, incentivizes some bumrushing in a game that otherwise you would always want to play slow and far all the time
  • The enemy text callouts are really stylish, but I found that if the enemy is far away or has partial cover it can totally obscure the enemy so you cant effectively aim at them
  • on the topic of aiming, I feel like the animation of raising the gun to ADS is really slow and a bit clunky. I'm no /k/ommando, but I took a pistol class at the range one time and even I can get on target and reload a pistol way faster than the character in this game can. I feel like this clashes with the fast gameplay somewhat. Weapon aim times all kind of feel like the LMGs do in other games
  • at first i couldnt make use of the cool shmovement without getting killed pretty quick, but eventually i figured out you have to be really selective with it and use the bullet time
  • Due to armor being so effective i pretty much always steered clear of the machine pistol and burst rifle, they are next to useless against 50%+ of the enemies
  • breach charges are really cool and feel great, wish i could detonate them a little quicker though since it would be stylish to detonate it while it flies past a group of enemies
  • back on the topic of aiming, there is so much debris, dust, and visual noise sometimes that I had a really rough time seeing my target, at least moreso than in similar games.
  • I noticed if you drop an empty gun and then pick it back up, it has a full magazine again
  • favorite weapon was the shotgun, honorable mention to the grenade launcher

Really great demo, looking forward to playing this one again. I think the slow ADS, blocky iron sights, and massive debris/dust compound to make aiming more difficult than it needs to be. keep up the good work.

I enjoy it (even tho I suck at it). Cool movement and nice music by Michi, gives the game a pretty chill/flow feel.

Submitted

Extremely cool project! one of my favorites. you are doing a lot of things right here! i sincerely dont have anything relevant to say, i absolutely loved the game.

Submitted

you REALLY gotta chill with the tutorial prompts, they should stay for like twice as long on screen at least lmao

i died during the industrial combat zone thing and had to do the whole tutorial again which i didnt feel like sry.

unlike others here i dont think there's much of a contradiction between having a bit of movement tech and being more tactical, it feels good.

i dont get how to deal with enemies who have everything protected except their legs, they tank hits to the legs as well so they just become bullet sponges

Very cool game, nice game feel too.

Just kinda feels like its trying to be 2 different games: movement shooter and a tactical shooter. You need to lean more into one or the other.

(1 edit)

Felt confused as to how i was supposed to play when theres so much movement tech but i think the only way to get through a level is to peak every corner and snipe weakspots
felt very polished and slick otherwise maybe give the player a recharging shield or something?

(3 edits)

This was WAY longer and WAY bigger than I was expecting. Here's my full notes on Pastebin, because this was so long that I had a lot to say and think about while playing.

  • Love the graphics and the look. Good running around.
  • The demo is full of "real game" stuff like a tutorial, main menu, settings, levels, saving/loading, etc. Very polished!
  • Guns are mostly good, but there's specific about aiming that make me very unsure about where the shots are going. See the Pastebin for more info on this.
  • The enemies are fun to fight with their dialogue and sometimes doing clever things like throwing grenades when they break line of sight. Sometimes they're dumb too, like they don't react to explosive charges, but maybe that's for the best.
  • The demo feels like it suffers from the Titanfall problem, where the running and jumping feels really good, but because of how fragile you are and how hitscanny the enemy guns are, it feels like it discourages you from doing the fun stuff. E.g. busting through walls in slow mo and shooting dudes is really fun, but it's extremely risky because you just don't know what's on the other side.
  • VFX are mostly good, impacts feel really juicy, especially with the shotgun, but there's some really obvious missing pieces like empty shells and bullet hole decals.
Developer

ty ty!

Submitted

I really liked your game. The gunplay and recoil are on point, I love these types of milsim-esque shooting. The only thing that bothered me was that I had to restart the entire tutorial level if I died during the combat simulation part. Very nice job!

Developer

ty for playing!