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(+1)

Tried giving this a shot despite the presentation. Didnt know what i really expected but heres a list of objective bugs and some mechanical elements that didnt make sense.

The best thing i can say about this project is that its ambitious, to its own fault. You'd be better off making micro games around a single mechanic and use those projects as stepping stones to figure out what makes a game fun, rewarding and most of all worth a persons time. 

Camera controls are god-awful, snapping and weirdly jerking around with every movement

Fov distortion is sickening making it really weird to play.

There is no protection against spam jumps, meaning I can just instantly break the game.

The audio design is incredibly unbalanced and some audio is clearly peaking.

The textures are all different resolutions and some have seemingly PBR materials while others are flat albedo.

Movement isn't bad but it's incredibly unrewarding as most moves kill all velocity so I'm not really encouraged to even gain speed.

The ground pound lacks any real impact or function. It seems besides getting back to the ground quickly and bounce jumping which doesn't seem to have much returning investment.

Character voice lines repeat so often it can get really grading

Npcs seem to have texture, swapping glitches that make them become multiple people when turning.

Seemingly every audio file is a different range of bit quality.

Texture scaling is off the charts, nothing really matches anything.

Some colors are both heavily saturated while others are really dull.

Plenty of NPCs gets stuck on geometry around the world. Hard to tell if they even have pathfinding.

Npcs disappear randomly.

I can fall through the floor in several maps forcing me to restart the game.

It is hard to describe how impossible water controls are, I have never seen this form of water movement and it is absolutely painful to work with.

The underwater effect looks more like bukake than any kind of shimmering.

Lots of depth issues relating to textures and models clipping through each other.

I'm unsure if it's because the game is so early in development, but there is seemingly no point? There are no reasons to explore and even if you enter buildings, there's nothing to be found within them. I have a money counter yet there is seemingly no way to get money. All the NPCs are duplicates of each other that repeat the same 3ish lines.

The helicopter will chase me if I jump a million miles into the air and I have no idea why.

There is a bank casino. It seems like the only place that would have gameplay to be offered and yet I cannot go inside so not sure why that has been given so much attention to detail over the non-textured square blobs around the map.

There is no real indication of what is and is not important based on any kind of affordance.

The game freezes constantly sometimes for minutes on extremely high-end hardware.

It took me about 30 minutes to figure out how to select any other level, I don't think I need to explain why a random gray cube makes no goddamn sense.

There is no music in most of the game and a lot of sound effects are inconsistent, especially with the fact that some things have no sound at all.

Slide jumping on inclined surfaces breaks the game and almost shoots you into the atmosphere.

I can sometimes force the camera to tilt vertically by spamming the reset camera button on sloped surfaces.

Most animations seem to fight over top other animations leading to really weird spazzy animation glitches.

There's several glitches I could number with the bus. The main one being jumping anywhere near it sends me fly and kills me instantly. But when I die via the bus I also cannot respond

The bus controls feel like something out of a free shareware 2000s education game.

Getting out of the bus breaks it instantly.

Sniper dude loops his several lines over and over again in milliseconds causing weird audio bugs.

The level complete screen is seizure inducing. You should probably have a warning for that.

The level complete screen is also broken because it does not free the mouse, meaning you cannot click the button to end the level and continue playing.

A similar bug occurs when talking to the shopkeep, but it can be overlooked by using the arrow keys.

The game crashes itself several times. One of the key points of crashing is talking to the shopkeep and attempting to buy something and then returning.

First person mode with Chloe has several camera glitches relating to crouching and looking too far up and down.

(6 edits)

Edit: gonna unlist the game cuz frankly this comment was pretty revealing that yeah this game should not be available to the public just yet. It's not ready. Rest of the comment still applies, thank you for your input

Hi, thanks for giving the game a try. I'm well aware of most/all of these issues and frankly the current build of the game is a buggy and confusing mess I mostly put out to  show friends and that can only really be enjoyed if you have prior context, it's more or less only public because I don't want to bother sending a password to everyone I want to show. I wasn't really expecting any random people to find the game and frankly I'm surprised anyone did, and I can imagine coming in with no context proooobably made for a poor first impression. I do apologize. I'll try going over the issues to the best of my ability to explain why things are the way they are right now.

  • I'm aware the game is probably too ambitious. This is more of a personal thing but I just cannot make small games. I get bored of them and drop them very early. I only intend on selling this game for money if I can get it to a point where I feel like it's worth money. If for whatever reason it never reaches that point, the game will stay free. I have confidence in my ability to make it something real and good, but I'm aware that probably comes off as blind ambition and maybe it is. Hopefully I can prove otherwise.
  • I don't have an issue with the camera controls personally, but if you have advice for how I could improve it I would be willing to hear you out.
  • The FOV thing I know some people don't like, there's a toggle to disable it in the settings menu. You can't set a custom set FOV just yet but it's in the code and I'll make a GUI for it eventually.
  • Infinite jump issue I caught immediately after putting out this build, it wasn't an issue  before the current build and it won't be after. It was an issue related to me reworking how the game calculates how long you've been in midair, which caused false positives with the coyote time mechanic. Again, I didn't expect anybody outside of my circle to actually play this so I didn't think to put out a hotfix. My apologies.
  • The bank casino is intended to be a level/area but I haven't actually made it just yet, the model itself was made pretty early into development and is kind of just a placeholder at the moment. Most stuff is, if that wasn't extremely obvious.
  • Yeah there's not a whole lot to do right now. Most of my focus up to this point was in building the base mechanics and gameplay, there's no real levels or anything like that yet. I know what I want to do with the levels though and I know what I want the gameplay loop to look like, rest assured, and I've built those systems up in code; I just haven't committed to making a full, proper level just yet. So uh, yeah, sorry if that's disappointing.
  • Audio is generally not great right now. Lots of placeholders I intend on replacing and/or adjusting. Sorry about that. Most voice lines are about how I want them, though, albeit not as plentiful as I would want.
  • With respect I don't see the problem you're having with the water controls? Chloe doesn't work with water right now but Scott is pretty simple. You point him in a direction, hold the jump button and he goes that direction. It's not very complicated obviously but I don't think it's very hard to understand or get used to. If you could expand on that a bit sometime I'd appreciate that, I wanna know what the issue is.
  • I'm still figuring out exactly how I want to manage textures and all that, personally I like what I have right now but I've heard mixed things from others so it may be subject to change.
  • NPC pathfinding has been a biiiig issue throughout development, I'm aware. They have pathfinding but I'm very new to it, so it has a lot of problems.
  • The helicopter chases you when you leave the general area of Starfall City, which includes going out to sea but also too far high into the sky. I believe I've adjusted the height in newer builds so it's less touchy but that's an intended mechanic.
  • The game freezes sometimes due to Godot's shader compilation which I intend on optimizing throughout development. That said it should not be freezing for minutes on end, that sounds like something's going very wrong. It only freezes for like, a second or two for me at most per scene when shaders are wiped. 
  • A grey cube does make no sense for a level select, it's not permanent don't worry. I know what I want the level select to be like, I haven't finished it yet. Another placeholder object I've been using throughout development that has yet to be replaced.
  • Sliding generally doesn't work like I want it to and I intend on reworking it in the future pretty dramatically.
  • NPCs don't have texture swapping glitches (to my knowledge), one of the NPCs' sprites are unfinished and they use a different character as a placeholder for the side sprites.
  • The bus is broken shit, I'm aware. I didn't put much work into it and probably won't until the game is further into development and I feel justified bringing focus away from the more "main" content of the game I guess.
  • Fuck I totally forgot to get rid of the test background of the level complete screen I'm so sorry
  • Chloe is generally less stable than Scott is right now because she's existed for less time and I haven't spent as long working with her. This is something else I intend on fixing as the game progresses.

Skimmed over a few things so if you're curious about those you can reply to this message or send a message on the discord, whichever's more convenient. Even if the game was kind of an unfinished mess I'm glad you gave it a try, it really genuinely means a lot that somebody I have no relation to gave something I made an honest shot. I have confidence that with enough time in the oven what you see here can becomes something great, and I hope the poor first impression hasn't set you off of it. The game's only been in development a few months and for all intents and purposes is my first serious game project. Maybe I'm just naive, whatever. Sincerely thank you for the message.

- Scott

(+1)

ah fair enough, I don't have the time to give much more feedback on it but i commend you for making a game. Its really damn hard.

If you wanna stick to this and really commit yourself to large project i would recommend trying to force yourself to slow down on each idea you have and dedicate a little more time to each one on its own before moving on.

as for the camera controls it may have been something on my end but my mouse inputs seemingly snapped to rounded values on the Y axis, this may have also been caused by the smoothing you use on the camera not accounting for delta time causing a rubber banding like effect.

and for the swimming controls the disorientation came from the lack of mouse input for direction, the tank like feel from using keyboard inputs rather than analog controller sticks, and the speed while holding spacebar combined with the tank turning feels really heavy to control.

take most of the things i said relating to gameplay concepts and controls with a grain of salt as i only spend maybe at max an hour with the project and could have gotten more acclimated to the unique elements.

oh and final tidbit with the fov, using a screen space shader you can keep the fov distortion with speed but use barrel fov projection which has less distortion than the built in godot fov slider.

hope you keep working at it!

nother bullet point list thank you very much 

  • I'm still largely figuring things out so I appreciate the advice, thank you.
  • Ah yeah camera controls with mouse are weird and finnicky, not really sure why and still looking into it. I recommend playing with a controller, which doesn't have that issue, but I'll be looking into fixing it since I do still want to support keyboard/mouse as well as I can.
  • In regards to swimming yeah I guess I can see that, I don't have such problems with it personally but I'll keep that in mind in case anyone else feels the same about it or I think of a way to make it feel better with keyboard/mouse.
  • Fair enough, I'm still reading and noting your feedback regardless though
  • Haven't really tried that, I'll look into it and see if I can make it look good. Appreciate the pointer

Once again thank you for your feedback, and thank you for playing my game