need better feedback for when the player is taking damage, the green guy projectiles and chainsaw men sometimes I thought i'd dodged their projectile/saw, look at the orb and notice i lost a point or two. would not have noticed i mis played if i had not been orb staring, the game should really yell it at you.
Recorded in 2 parts, because the door broke me yesterday, I tried once more today, but I died again in the same spot. I didn't get too far so I don't have much to say.
Smokes count was bugged during my 1st playthrough. It said there's one left, but I couldn't use it, even if I pressed the hotkey. At some point it stopped, I think I opened the inventory and smoked it manually? I'm not sure, should've written that yesterday.
I like the cables leading to the unlocked doors. Nice ingame way to guide the player.
Aiming is frustrating sometimes. When shooting the machine gun, it always feels like the aim is offset from the mouse. Also shotguns seems to do nothing sometimes, even when I think my aim is correct. Maybe something to do with unlucky spread?
Great boss intro. The door bending as the guy breaks through is very cool detail.
Got softlocked on this door after entering the room and exiting. It closed while an enemy was chasing me.
This demo was some fun gameplay! I briefly played ToK, but this one is my favorite :D
I share feedback with many posts before such as the missing QoL but it's a PoC and I think it's really there. I could consume this content for large chunks of time with some story. I saw a weird bug I forgot to record but, one of the small guys straight out disappeared without a noise while walking into the grill, dunno what triggered it. I ran out of ammo and died maybe a couple of times. Hope to see more of this!
that one specific dog fucked up for everyone, i have no idea why! i'll have to look into it. it sucks since the shop keeper is in the very next room! alas, i robbed her of the spotlight
thanks for playing! im glad you had fun. i will try and get a more polished version up next year
- used a medkit from the intentory and it didn't update on the HUD, it still said i had 1 medkit when it should say 0
- shooting while moving, especially with the silenced pistol, seems to make hitting some shots pretty much impossible? like shooting diagonally upwards while standing still hits every time but while moving you miss most shots
- the red alert lights hitting the smoke in some places looks amazing
- the animated portraits with lights on them and stuff are also incredible
- sometimes pressing 1 or 2 to swap guns doesnt work
- i remain unconvinced that deadlock-style 3 dash charges are the right fit for this game. making it a continuous bar that you spend to sprint would feel more natural i think and also make it more about smoothly maintaining the best positioning possible.
controller support is gone since i didnt have enough time to make it work for DD (even though it was just a small bit of work). ill bring it back next time i promise
the HUD is wonky. will fix, thank you
as for the gameplay stuff - the plan is for the dashes to perhaps be character specific. Sena4 (the character you play as) is more tech oriented and thus she shouldnt/wouldnt have dashes. other characters would. we'll see when we get there.
Game running smoothly. Wood chipper fans remain absolutely inspired.
QOL: I think at 0 ammo in the mag, the waifu should just auto-reload. Especially so if weapons are going to be diablo-ized where magazine size can change. For example if all shotguns held 2 shells, then I'd say reloading is fine as a "skill check" because you could just count to the magazine size for the current weapon type and reload, but if I have to potentially memorize a new magazine size for each gun I swap to that's a bit much...
The gore is awesome. One memory I have from Elden Ring is from beating the final boss with fist weapons, and at the end of the fight my character model was absolutely covered in blood. It slowly accumulates in that game, so its not something you notice immediately, but when you do theres a "lol, lmao even" moment. So anyway: What if you made blood on the character slower to accumulate, but more permanent? It could be "cleaned off" on use of a medpack or something. Shop waifu could comment on how filthy you are and sell you a towel or something, idk I just want to achieve full blood saturation.
i like your blood ideas. that was the initial intent, but it's hard to find a sweet spot. if its too slow to fade, the character will always be bloody, which is kinda lame. there needs to be alot of tuning still
- Overreliance on the word "there" during dialogue. I recommend using more verbs, and passive voice. Also, a few instances of "is" when reffering to plurals.
- It'd be cool to have a custom cursor. Maybe it could turn into a crosshair when it's over an enemy.
- I like the music.
- Not enough feedback when taking damage. Maybe a little "ouch" or something is warranted.
- I think I got softlocked. Made it past the first big arm guy, flipped the breaker in the next room, went back to the big arm guy room, and tried to go back through the door on the lower right. It opened once, I dashed back because there was a chainsaw guy, but then it wouldn't open again afterwards while the enemy was against the door outside. I managed to kill the chainsaw guy by firing blindly but I couldn't get the door to open.
- On my second playthrough I broke the HUD. I could't smoke my last pack of cigarettes by pressing the hotkey and the sound effect wouldn't play either, so I did it from the inventory, but then the HUD would still display 1 pack of ciggies which I could use. However, this time the error sound effect would play. Picking up a few fresh packs fixed it.
- Wall pimples, the ship is going through ship puberty, and requires ship makeup.
- Good feedback for the body armor that the big arm guys wear.
- I was able to finish the demo on my second playthrough, I don't know if that's because I flipped the second and third breakers in a different order, or because I left the framerate cap at 140 this time around. Also, there was no chainsaw guy outside the first big arm guy room this time either.
- The last room felt straight out of Serious Sam.
- The second time around I went through the demo much faster which is a good sign for a skill based game.
- I think the big enemies with a shock cannon hand could do with an additional sound cue when they are charging a shot.
you can probably guess i have no experience in writing and especially in writing characters/dialog. i'll have to try harder on that front
that door seems buggy for a lot of people (TGIG dev did the same thing). i forgot if i have a trigger on the other side, but in general i didnt think about players dashing out of the room when i do have a trigger. i guess having something to prevent that is on the to-do list
the hud is also often complained about. ill look into it!
the last room was a performance test. you not complaining about dropped frames is a good sign!
cool art and character design. The girl is cute and has personality.
The gore is nice and shooting feels nice and responsive.
the demo is brutal right now with a single life but it's understandable as a demo. I have no idea how the final game will play out, but I hope you will get rid of the diablo style quicksave/quickload. It's way too convenient and incourages savescumming and bad game balance.
One of my biggest concerns for the final game is repetitive content, which I think was my biggest issue with Tower of K. The enviroments are somehow even more depressing and brutalist than Tower of K, which may get get old quickly and harm the experience. I have some issues navigating the levels, but obviously its expected without a minimap in a game designed around having one.
Another thing, you should (also?) add the demo controls and notes directly in the main menu rather than having a separate V button. It should be cleaner and avoid any confusion.
i got owned once the lights went off, ran out of resources and a bunch of dudes.
Liked
one of the coolest main menus i've ever seen.
holy buttcheeks. the main character is cute.
hitting that first exploding canister and having blood splatter everywhere was awesome.
the blood explosions from the shottie are choice.
i was really feeling the lack of resources in a fun way.
all the guns felt great to use.
Suggestions
gimme a fat reload sound!
could inventory by somewhere else by default? i means i have to stretch my left super far or move my right off the mouse, maybe tab?
would it be possible to do something like having my ammo counter near my character sprite? that way I don't have to look down at the bottom left so often.
could the energy drink also give me a short term speed boost?
having more audio around hit confirm on the player, or some kind of jelly screen, could help with keeping my eye on the action.
thank you for playing and im glad you liked the game
the ideas are great. i didn't think about the inventory key too much but yeah it's a bit far. i feel like i'm gonna have a pakced keyboard since i also want a character stats/skill menu and so on. i'll have to think on it.
audio is lacking severely right now. hope to rectify that issue soon!!
more enviromental traps would be nice, you have electricity boxes everywhere, let me shoot them. Door smash was cool!
the fov sometimes blocks enemies even though they are right infront of me, see screenshot
aiming mostly works but sometimes im hovering over an enemy and still miss. would look into improved raycasting
the game often becomes back up and shoot as often is the trap with these games, imo you need a tertiery system/action that keeps you going forward or closer to the action instead of just backing up and kiting. This was something i had to learn for DeadWire too. Maybe you have that later, but currently the loop was too one way.
nice blood juice, into fans, door crush etc
gun sfx sounds a bit weak, also took a really long time until i found more ammo for it
Would _potentially_ look into some sort of enemy ticketing system to avoid unfair gank but up to you.
im not sure a stamina meter is the best choice for this type of game, a dash on cooldown would feel much better
there's no feedback when i get hit which leads to surprises when i randomly decide to check my hp
i got jumpscared by the vent lol
cigs say i have 1 but i cant use it
Starting over on death kind of sucked ngl
Im assuming level is still prototype but sign posting the door im supposed to find would be nice. You use floor wires for some but the initial door took 2 sweeps to find.
placeholder ui is funny, but the menu is awesome. No visual feedback when you take damage; could maybe make the character flash? add some sound effect, screenblood, or screenshake? I kept dying before even getting to the hot shopkeeper lady :( checkpoints would be more hand-holdy for smoothbrains like myself.
I like how your character gets more bloody as you kill like bloodborne.
I am not sure if it's supposed to be a s.t.a.l.k.e.r/re4 inventory system or if you are meant to just run and gun like a top-down doom. But auto-ammo and item pickup would be nice.
I feel like harder characters should drop healing items, I get a LOT of ammo (which I like) but not a lot of ciggy's.
Music is good, ambush spawns are used effectively here. The game could use more pistol ammo and the green enemies should react when they're shot from outside of their detection range.
Great main menu, if there's no secret to find by shooting the wall there needs to be.
Windows cursor is drawn above the crosshair in the menu, and no crosshair in the actual game.
Only up to 140 hz in the options, there are so many different screens these days I think you gotta have a slider. Or find and use all the monitor's supported modes, but that's janky as hell in Unity...
Need a basic melee fallback, I was fucking around and had no ammo left at one point, with not options. Was lucky I found a shotgun in a box.
There's a lot of assets already, but the environments can get pretty samey so there should probably be a map (I instinctively tried to turn it on all the time).
I think all projectiles should have tracers, sometimes when you shoot and you miss even though you clicked on the enemy it feels really bad because it kinda feels like the game eats your shots. Probably my biggest complaint.
A door next to the boss (first?) might've bugged and locked itself after I had already been through.
At one point it said I had a pack of smokes left but I didn't.
It said I had a max of -3 ammo for the pistol one time.
Sometimes when loading something for the first time (like when shooting a shotgun) it stops and hitches for a moment while the assets load.
melee weapons soon. there's still lots to do, but it's coming. the shotgun room ended up being confusing for a lot of people as theyd walk past it. ive got a lot left to learn w/ making levels, especially since i basically released a game without needing to make proper level layouts. gotta catch up on that
i agree that the map was a bit boring. it's on the to-do list, that and a minimap (which ill just copy ToK's again I think)
as for the door, theres a lot of map triggers for doors, walking over some triggers close doors, killing enemies opens other doors and so on. any idea which door it was?
there's a lot of weirdness in your video, some shaders are wonky, the music also stops, strange stuff. are you playing the Linux version?
that door was strange, i'll have to look into it. i dont have any triggers there to force a close, so i assume something bugged out hard
also, i need to make some checkpoints. i got used to the game's difficulty and didnt realize how tough it actually was!
It was the door after 14:45 in my video. Played on Windows 10. I didn't really notice the music cutting out while playing but yeah when I watched the vid now a bit it seems really odd!
I thought the difficulty was fine, I just kept getting clipped by ranged attacks. The gameplay of the map was fine I think its just that everything looks very similar and it gets extra noticeable when there's no map.
If you don't want to rely so much on the map; one way to make it easier to find your way to different rooms can be to have some color coded lines on the floor to follow. Oh and it would be nice if locked doors were very clearly marked locked - a really bright red light tinting the ground and walls around it could work.
Comments
need better feedback for when the player is taking damage, the green guy projectiles and chainsaw men sometimes I thought i'd dodged their projectile/saw, look at the orb and notice i lost a point or two. would not have noticed i mis played if i had not been orb staring, the game should really yell it at you.
nice proggy
Recorded in 2 parts, because the door broke me yesterday, I tried once more today, but I died again in the same spot. I didn't get too far so I don't have much to say.
Smokes count was bugged during my 1st playthrough. It said there's one left, but I couldn't use it, even if I pressed the hotkey. At some point it stopped, I think I opened the inventory and smoked it manually? I'm not sure, should've written that yesterday.
I like the cables leading to the unlocked doors. Nice ingame way to guide the player.
Aiming is frustrating sometimes. When shooting the machine gun, it always feels like the aim is offset from the mouse. Also shotguns seems to do nothing sometimes, even when I think my aim is correct. Maybe something to do with unlucky spread?
Great boss intro. The door bending as the guy breaks through is very cool detail.
Got softlocked on this door after entering the room and exiting. It closed while an enemy was chasing me.
This demo was some fun gameplay! I briefly played ToK, but this one is my favorite :D
I share feedback with many posts before such as the missing QoL but it's a PoC and I think it's really there. I could consume this content for large chunks of time with some story. I saw a weird bug I forgot to record but, one of the small guys straight out disappeared without a noise while walking into the grill, dunno what triggered it. I ran out of ammo and died maybe a couple of times. Hope to see more of this!
Bonus points:
- The interactive Main menu was great
that one specific dog fucked up for everyone, i have no idea why! i'll have to look into it. it sucks since the shop keeper is in the very next room! alas, i robbed her of the spotlight
thanks for playing! im glad you had fun. i will try and get a more polished version up next year
- controller support seems to be gone?
- used a medkit from the intentory and it didn't update on the HUD, it still said i had 1 medkit when it should say 0
- shooting while moving, especially with the silenced pistol, seems to make hitting some shots pretty much impossible? like shooting diagonally upwards while standing still hits every time but while moving you miss most shots
- the red alert lights hitting the smoke in some places looks amazing
- the animated portraits with lights on them and stuff are also incredible
- sometimes pressing 1 or 2 to swap guns doesnt work
- i remain unconvinced that deadlock-style 3 dash charges are the right fit for this game. making it a continuous bar that you spend to sprint would feel more natural i think and also make it more about smoothly maintaining the best positioning possible.
controller support is gone since i didnt have enough time to make it work for DD (even though it was just a small bit of work). ill bring it back next time i promise
the HUD is wonky. will fix, thank you
as for the gameplay stuff - the plan is for the dashes to perhaps be character specific. Sena4 (the character you play as) is more tech oriented and thus she shouldnt/wouldnt have dashes. other characters would. we'll see when we get there.
great job beating the game!!!
Game running smoothly. Wood chipper fans remain absolutely inspired.
QOL: I think at 0 ammo in the mag, the waifu should just auto-reload. Especially so if weapons are going to be diablo-ized where magazine size can change. For example if all shotguns held 2 shells, then I'd say reloading is fine as a "skill check" because you could just count to the magazine size for the current weapon type and reload, but if I have to potentially memorize a new magazine size for each gun I swap to that's a bit much...
The gore is awesome. One memory I have from Elden Ring is from beating the final boss with fist weapons, and at the end of the fight my character model was absolutely covered in blood. It slowly accumulates in that game, so its not something you notice immediately, but when you do theres a "lol, lmao even" moment.
So anyway: What if you made blood on the character slower to accumulate, but more permanent? It could be "cleaned off" on use of a medpack or something. Shop waifu could comment on how filthy you are and sell you a towel or something, idk I just want to achieve full blood saturation.
Coming along nicely Osir!
i like your blood ideas. that was the initial intent, but it's hard to find a sweet spot. if its too slow to fade, the character will always be bloody, which is kinda lame. there needs to be alot of tuning still
thank you for playing and the feedback!
- Overreliance on the word "there" during dialogue. I recommend using more verbs, and passive voice. Also, a few instances of "is" when reffering to plurals.
- It'd be cool to have a custom cursor. Maybe it could turn into a crosshair when it's over an enemy.
- I like the music.
- Not enough feedback when taking damage. Maybe a little "ouch" or something is warranted.
- I think I got softlocked. Made it past the first big arm guy, flipped the breaker in the next room, went back to the big arm guy room, and tried to go back through the door on the lower right. It opened once, I dashed back because there was a chainsaw guy, but then it wouldn't open again afterwards while the enemy was against the door outside. I managed to kill the chainsaw guy by firing blindly but I couldn't get the door to open.
- On my second playthrough I broke the HUD. I could't smoke my last pack of cigarettes by pressing the hotkey and the sound effect wouldn't play either, so I did it from the inventory, but then the HUD would still display 1 pack of ciggies which I could use. However, this time the error sound effect would play. Picking up a few fresh packs fixed it.
- Wall pimples, the ship is going through ship puberty, and requires ship makeup.
- Good feedback for the body armor that the big arm guys wear.
- I was able to finish the demo on my second playthrough, I don't know if that's because I flipped the second and third breakers in a different order, or because I left the framerate cap at 140 this time around. Also, there was no chainsaw guy outside the first big arm guy room this time either.
- The last room felt straight out of Serious Sam.
- The second time around I went through the demo much faster which is a good sign for a skill based game.
- I think the big enemies with a shock cannon hand could do with an additional sound cue when they are charging a shot.
- Keep up the good work.
you can probably guess i have no experience in writing and especially in writing characters/dialog. i'll have to try harder on that front
that door seems buggy for a lot of people (TGIG dev did the same thing). i forgot if i have a trigger on the other side, but in general i didnt think about players dashing out of the room when i do have a trigger. i guess having something to prevent that is on the to-do list
the hud is also often complained about. ill look into it!
the last room was a performance test. you not complaining about dropped frames is a good sign!
- The dialogue about what a gentleman is too long should be -> He opened the door for, what a gentleman!
- A few bug like death animation replaying if they didn't finish on screen
- I want a cute cyborg birdboy with a chainsaw
cool art and character design. The girl is cute and has personality.
The gore is nice and shooting feels nice and responsive.
the demo is brutal right now with a single life but it's understandable as a demo. I have no idea how the final game will play out, but I hope you will get rid of the diablo style quicksave/quickload. It's way too convenient and incourages savescumming and bad game balance.
One of my biggest concerns for the final game is repetitive content, which I think was my biggest issue with Tower of K. The enviroments are somehow even more depressing and brutalist than Tower of K, which may get get old quickly and harm the experience. I have some issues navigating the levels, but obviously its expected without a minimap in a game designed around having one.
Another thing, you should (also?) add the demo controls and notes directly in the main menu rather than having a separate V button. It should be cleaner and avoid any confusion.
Otherwise: It is fun and it is action focused.
Music is nice but can we get more variety
No tuto but the game is not rerady yet so
Can you add the feature from tower like a map and visible enemy in the dark? (or at least visible when behind a wall)
Box not visible enough.
I like this game too.
Played Because
i like the cover art.
Played Until
i got owned once the lights went off, ran out of resources and a bunch of dudes.
Liked
one of the coolest main menus i've ever seen.
holy buttcheeks. the main character is cute.
hitting that first exploding canister and having blood splatter everywhere was awesome.
the blood explosions from the shottie are choice.
i was really feeling the lack of resources in a fun way.
all the guns felt great to use.
Suggestions
gimme a fat reload sound!
could inventory by somewhere else by default? i means i have to stretch my left super far or move my right off the mouse, maybe tab?
would it be possible to do something like having my ammo counter near my character sprite? that way I don't have to look down at the bottom left so often.
could the energy drink also give me a short term speed boost?
having more audio around hit confirm on the player, or some kind of jelly screen, could help with keeping my eye on the action.
i think you made it the farthest! well done!
thank you for playing and im glad you liked the game
the ideas are great. i didn't think about the inventory key too much but yeah it's a bit far. i feel like i'm gonna have a pakced keyboard since i also want a character stats/skill menu and so on. i'll have to think on it.
audio is lacking severely right now. hope to rectify that issue soon!!
Good job!
thanks for playing!! ciggies were gonna reduce stamina but i felt like it was too brutal
the electricity boxes blowing up is a good idea.... ill try that out.
character reactions are next on the to-do list for sure, that and checkpoints.
there's lot left to do still! im glad you had fun and thanks for playing!
Has space, has gore. Very niCe.
placeholder ui is funny, but the menu is awesome. No visual feedback when you take damage; could maybe make the character flash? add some sound effect, screenblood, or screenshake?
I kept dying before even getting to the hot shopkeeper lady :( checkpoints would be more hand-holdy for smoothbrains like myself.
I like how your character gets more bloody as you kill like bloodborne.
I am not sure if it's supposed to be a s.t.a.l.k.e.r/re4 inventory system or if you are meant to just run and gun like a top-down doom. But auto-ammo and item pickup would be nice.
I feel like harder characters should drop healing items, I get a LOT of ammo (which I like) but not a lot of ciggy's.
overall 11/10 demo.
check points are for sure something i shouldve added!!! alas
glad you had fun and thank you for playing!
Music is good, ambush spawns are used effectively here. The game could use more pistol ammo and the green enemies should react when they're shot from outside of their detection range.
thank you for playing!!
Finally more orb likes!
Great main menu, if there's no secret to find by shooting the wall there needs to be.
Windows cursor is drawn above the crosshair in the menu, and no crosshair in the actual game.
Only up to 140 hz in the options, there are so many different screens these days I think you gotta have a slider. Or find and use all the monitor's supported modes, but that's janky as hell in Unity...
Need a basic melee fallback, I was fucking around and had no ammo left at one point, with not options. Was lucky I found a shotgun in a box.
There's a lot of assets already, but the environments can get pretty samey so there should probably be a map (I instinctively tried to turn it on all the time).
I think all projectiles should have tracers, sometimes when you shoot and you miss even though you clicked on the enemy it feels really bad because it kinda feels like the game eats your shots. Probably my biggest complaint.
A door next to the boss (first?) might've bugged and locked itself after I had already been through.
At one point it said I had a pack of smokes left but I didn't.
It said I had a max of -3 ammo for the pistol one time.
Sometimes when loading something for the first time (like when shooting a shotgun) it stops and hitches for a moment while the assets load.
Gameplay when its been uploaded:
thanks for playing brother!
melee weapons soon. there's still lots to do, but it's coming. the shotgun room ended up being confusing for a lot of people as theyd walk past it. ive got a lot left to learn w/ making levels, especially since i basically released a game without needing to make proper level layouts. gotta catch up on that
i agree that the map was a bit boring. it's on the to-do list, that and a minimap (which ill just copy ToK's again I think)
as for the door, theres a lot of map triggers for doors, walking over some triggers close doors, killing enemies opens other doors and so on. any idea which door it was?
there's a lot of weirdness in your video, some shaders are wonky, the music also stops, strange stuff. are you playing the Linux version?
that door was strange, i'll have to look into it. i dont have any triggers there to force a close, so i assume something bugged out hard
also, i need to make some checkpoints. i got used to the game's difficulty and didnt realize how tough it actually was!
It was the door after 14:45 in my video. Played on Windows 10. I didn't really notice the music cutting out while playing but yeah when I watched the vid now a bit it seems really odd!
I thought the difficulty was fine, I just kept getting clipped by ranged attacks. The gameplay of the map was fine I think its just that everything looks very similar and it gets extra noticeable when there's no map.
If you don't want to rely so much on the map; one way to make it easier to find your way to different rooms can be to have some color coded lines on the floor to follow. Oh and it would be nice if locked doors were very clearly marked locked - a really bright red light tinting the ground and walls around it could work.