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(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