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ligoski

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A member registered May 18, 2020 · View creator page →

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Thanks, can you explain a little bit more about it not matching the angle?

yes, I love rogue lite game so there's a big chance it's going to be something like that, bosses with health bar where you need to dodge the attacks and hit them, and the powerups may "buff" some aspects of the throw but persist during the run more like passives

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Hello,

TLDR: I'm making a mini-golf party game and need feedback on the core gameplay feel. Try 1-2 courses here: https://ligoski.itch.io/inside-your-hole

I've been building this mini golf party game, and I know multiplayer/party games may be a little hard to pull off because you know, you need friends...


So I need your opnion on the gameplay feel, try to finish one or two courses, if you like the challenge I'm in a good spot since most of the "power ups" would be more interesting in multiplayer.

my project: https://ligoski.itch.io/inside-your-hole

If you feel generous to spend more of your time you can try the level editor and tell me what you think, if you are a very popular chad person you can try it with your friends.

I want to make an actual campaing, based on my friend  pitch idea "That time I got reincarnated as a mini golf ball and defeated the demon king at level 1" for single player/coop but it takes a lot of effort and time so it's not ready, I have some ideas for the "combat" and "mechanics" but feel free to comment your ideas too.

Hello, I finished a "descent" and the game has potential but there are some issues,

1. there is a LOT of text on my face the second I try to play, I tried to read but I was a little tired and skipped past it like a "normal" player would
2. the gameplay needs FEEL (feedback, sfx, vfx etc..), a good example you can look at is other games like candy crush, or Dragon Chess minigame from dota 2, just to give you an example, I was expecting explosions, fireworks etc... makinga 10x combo, but it did nothing, it felt the same as doing a 3x combo, also the enemy doesn't feel important, it could be attacking you on timer like the dragon chess, playing some animation or even talking a bit to distract with some puns.
3. I don't really understood the mechanics as I skipped the texts but with some symbols (I did notice something falling into the sigils but it's not enough for a player to understand it without a lenghty explanation) you could ease this, as I kinda got it on the go playing the game, and reading again your description you said "Enemies telegraph their next move", I didn't noticed it.
4. the "relics" felt a little disapointing, and I didn't really needed it to complete the first run

Do you immediately understand what GemOn is?

  • I'm not sure, in a way the big game jams already does something similar, but I don't think people are usually willing to spend a few minutes in something like this often
  • Is it easy to navigate and start playing something? 
    I think the "info" and "next" button are basically hidden for someone like me, it took me a few seconds of actively searching the buttons to find
  • Does the idea of discovering games this way interest you?
    somewhat, the best tool I found for this was the "indie" discovery that steam made, it worked great for like the first 10 games and then it just gets too repetitive
  • Would you use something like this to discover games?
    not really, at least not in this format
  • What feels confusing, unnecessary, or missing?
    maybe more simple games to get a better feel at this and filters

I have a few years of experience working with unity, I mostly create multiplayer games.

Thanks! we sacrificed the graphics to get a few more fps, but still is quite cpu intensive, we tried to optimize it the best we could with the time we got.

Sorry for that, we run out of time to create the menu and the tutorial as we could only work at the weekend.

Thanks, for the art we used assets from bundles and focused in the code, so we could create a lot of things pretty fast.