Great demo, but deadzone was a bit too low for my controller at the very beginning. Though it might be a problem with my controller drifting due to age.
Cool arcade feel, though I kinda wish there was music.
Levels dragged on for a little bit after a while. But it was fun, I really enjoyed the gimmick mechanics, even though I kinda bruteforced them.
-Controller working in game but not in main menu... web build.
-The unusual choice of diagonal only shooting is kind of annoying, since I don't easily map the 4 cardinals to what diagonal it chooses based on that. Of course, over time you get used to it more or less.
-If you throw a frag then die, it explodes during the respawn animation and I believe not hurt enemies, which seems unfair.
-The mix of arenas and 'puzzle' sections is nice.
-I got to a screen with a text box but since I was spamming X to attack it closed instantly and I couldn't read it, I presume the end of the gameplay.
-Not sure if the 'right way' to play but I mainly stood in chokepoints and killed everything that came my way. Exceptions include the snakes and sliding fly traps, and the switch traps.
took me a while to figure out which way I would be shooting, part of me wishes the player sprites would only face in the 45 degree directions the bullets would shoot in.
Moment to moment difficulty feels about right, though it Seems like you get so many extra lives that you dont really have to worry about a game over ( I finished with 13 extra and died 7 times like a moron in the laser puzzle room).
Wish there was a bit more feedback on killing an enemy.
Power ups were fun
grenades didnt feel very useful most of the time
spamming shots in a corner of the room feels strong
good stuff, feels like it would fit into the UFO50 catalog. keep up the good work!
i love love love the old MS-DOS style. like commander keen or the old duke nukem games! nice gameplay too. i think it's well designed tbh i dont have very specific feedback other than grenades just didnt feel very impactful for how limited they are
i eventually got used to the diagonal shooting and started liking it and i like the lever puzzles, but later there were some levels with both lasers and enemies that were pretty annoying, because a stray bullet can just bounce on the wrong thing and kill you at the wrong time. sound is weird, it feels like you are mimicing the mono channel of old electronics so that sfx kind of override each other because only one sound can play at any given time, but it honestly does not sound good. sometimes being TOO retro has its detriments nice aesthetic, i enjoyed it
I didn't get to read the message at the end because it kicked me to the main menu immediately. Also never figured out "frags" and only just learned about it from a post here.
So, for the first long while of the game you can just sit in the corner and mash to win. The later enemies obviously prevent that and I didn't figure it out immediately, but if I were to play the game again I imagine I'd just be standing in a corner shooting the corner for two dozen rooms before the other enemies show up, so the game is neat I'm not sure how replayable it is since you can't really rush through it.
It just says "That's the end of the demo. Look forward to the full game soon!", I might have to make menu's less sensitive woops. Thanks for your comment!
Pretty fun game! I played through the demo and I think you are a bit too generous with lives. I had around 18 left and I wasn't even being very careful. It was also a bit unclear to me when the power-ups expire exactly and the collision for going around corners was a bit strict. Not sure if you want to emulate that from DOS games too or if you want to make it smoother, I can see a case for both. I also couldn't figure out how to use grenades, I'm guessing frags is your number of grenades but none of the hotkeys worked for me. I also liked the puzzles and having puzzles during combat encounters but I don't like how the levers constantly switch when you're just shooting enemies, maybe they should have a short delay or something.
This was really fun. It's so polished. I like the puzzles that used the holes. Capturing enemies in them was really satisfying.
I think sometimes the collision detection was a little too strict. There were a few times I had difficulty fitting the player in between some openings.
Addicting, love the diagonal projectile concept because it's unique and you can take the deflection to your advantage.
Also love the use of traps like the floor that can be a hole or the lasers.
It does a good job feeling like something out of MSDos.
My one pet peeve was when you move, you sometimes feel like you're stuck and you have to be a bit more seperate from a block/wall just to move or something.
Not sure if it's to do with the player's collision but still a tiny thing.
No, the DL option was left in by accident. It doesn't work when you run it locally in the browser, so there's not much point. Web version has some blinking text now to make it more obvious it's launched though.
Comments
https://www.twitch.tv/videos/2816049471
Great demo, but deadzone was a bit too low for my controller at the very beginning. Though it might be a problem with my controller drifting due to age.
Cool arcade feel, though I kinda wish there was music.
Levels dragged on for a little bit after a while. But it was fun, I really enjoyed the gimmick mechanics, even though I kinda bruteforced them.
Oh yeah, I watched this live. Fun stuff. I already raised the default deadzone value just to be sure.
-Controller working in game but not in main menu... web build.
-The unusual choice of diagonal only shooting is kind of annoying, since I don't easily map the 4 cardinals to what diagonal it chooses based on that. Of course, over time you get used to it more or less.
-If you throw a frag then die, it explodes during the respawn animation and I believe not hurt enemies, which seems unfair.
-The mix of arenas and 'puzzle' sections is nice.
-I got to a screen with a text box but since I was spamming X to attack it closed instantly and I couldn't read it, I presume the end of the gameplay.
-Not sure if the 'right way' to play but I mainly stood in chokepoints and killed everything that came my way. Exceptions include the snakes and sliding fly traps, and the switch traps.
I think I know what caused this, hopefully that should be fixed now.
That should work, enemies can be killed while the player is dead.
It is the end of gameplay, yeah. I tweaked menus in the new build to be less twitchy.
Good retro game, it really captured the feeling of a game made in those years.
fun stuff
good stuff, feels like it would fit into the UFO50 catalog. keep up the good work!
i love love love the old MS-DOS style. like commander keen or the old duke nukem games! nice gameplay too. i think it's well designed tbh i dont have very specific feedback other than grenades just didnt feel very impactful for how limited they are
i eventually got used to the diagonal shooting and started liking it and i like the lever puzzles, but later there were some levels with both lasers and enemies that were pretty annoying, because a stray bullet can just bounce on the wrong thing and kill you at the wrong time.
sound is weird, it feels like you are mimicing the mono channel of old electronics so that sfx kind of override each other because only one sound can play at any given time, but it honestly does not sound good. sometimes being TOO retro has its detriments
nice aesthetic, i enjoyed it
I didn't get to read the message at the end because it kicked me to the main menu immediately. Also never figured out "frags" and only just learned about it from a post here.
So, for the first long while of the game you can just sit in the corner and mash to win. The later enemies obviously prevent that and I didn't figure it out immediately, but if I were to play the game again I imagine I'd just be standing in a corner shooting the corner for two dozen rooms before the other enemies show up, so the game is neat I'm not sure how replayable it is since you can't really rush through it.
also good sfx/animations/whatever feels legit
It just says "That's the end of the demo. Look forward to the full game soon!", I might have to make menu's less sensitive woops. Thanks for your comment!
Nice little browser game, reminds me of Smash TV. Would be cool to see more types of upgrades or different weapons if you're going to continue it.
Game is fun and good! Amazing how much gameplay you managed to squeeze out of a few buttons! good job
Pretty fun game! I played through the demo and I think you are a bit too generous with lives. I had around 18 left and I wasn't even being very careful. It was also a bit unclear to me when the power-ups expire exactly and the collision for going around corners was a bit strict. Not sure if you want to emulate that from DOS games too or if you want to make it smoother, I can see a case for both. I also couldn't figure out how to use grenades, I'm guessing frags is your number of grenades but none of the hotkeys worked for me. I also liked the puzzles and having puzzles during combat encounters but I don't like how the levers constantly switch when you're just shooting enemies, maybe they should have a short delay or something.
The grenades should be on left shift or right CTRL. Did that not work?
No. I think it was a browser issue, I tried on Chrome and it worked. No clue why only the grenades don't work on Libre Wolf
Hmm, seems to be an issue with RFP... Browsers are such a pain sometimes. I'll look into it!
This was really fun. It's so polished. I like the puzzles that used the holes. Capturing enemies in them was really satisfying.
I think sometimes the collision detection was a little too strict. There were a few times I had difficulty fitting the player in between some openings.
I'll try to make collision a bit more generous, thanks!
Finished the demo and I loved it.
Addicting, love the diagonal projectile concept because it's unique and you can take the deflection to your advantage.
Also love the use of traps like the floor that can be a hole or the lasers.
It does a good job feeling like something out of MSDos.
My one pet peeve was when you move, you sometimes feel like you're stuck and you have to be a bit more seperate from a block/wall just to move or something.
Not sure if it's to do with the player's collision but still a tiny thing.
I'll try to make collision a bit more generous, thanks!
Simple, fun, quite like the lasers and levers, and the inclusion of puzzles.
Happy to hear it!
How far does this go? Looking to try shit for a short time tonight, should I try to dive deeper into this tomorrow?
Not that long, I think there was only one or two levels left after the level in your screenshot.
What is this?
Pains with file extensions. Should be fixed!
You forgot to reenable DL/web version.
No, the DL option was left in by accident. It doesn't work when you run it locally in the browser, so there's not much point. Web version has some blinking text now to make it more obvious it's launched though.