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No comment section on game page, posting here. I've tried both versions and I still get the issue of having my crosshair impaired which is highly frustrating since that means missed shots due to it not responding at all only some seconds later. I can describe it like your mouse movement being bound to your FPS and whenever it drops it (small dips say 1-3 frames will do it too) will slowdown which is the worst thing you can do in any game involving aiming. Weapon arsenal pretty balanced for the AoE(railgun penetration counts as AoE here) side and the single target ones like the uzi/machine guns seem garbage in comparison and what they lack is made up by perks which only strengthen the good weapons. Bit frustrating having your weapon be automatically replaced by what's on the ground especially if that's the only available path to peruse without taking possibly lethal damage, having a button to pick up weapons/powerups on the ground would override this issue. You seem to have prevented players to bind keys to escape but I'm still able to bind all of them to a single key, please fix this whilst also adding a keybind reset all button. As a QoL make weapon specials/ultimates different from regular weapons on the ground, add a circle to their picture or something alike.
I tend to last around up to 40k score only to then die to those aforementioned weapon pickups that are the only traversable path and succumbing to the never ending spawn of monsters that build up over 250 on screen. I don't get the point of destroying those nest/hives if the spawn number remains the same or isn't slowed down at all. You can always add a roll button with or without i-frames for the player to be able to actually kite until he gets completely overwhelmed(if that's your goal as endgame for the player) instead of relying on RNG perk choices dictating how far he's allowed to go. Overall fun, with those minor issues. Best of luck on solving this.
Lost my notes, but it was fairly fun, could use more interaction with the environment, and more strategic/tactical depth.
Comments are appreciated! I want to improve the gameplay, buff the early game challenge and make end game not as unfair!
I can tone the monster count a bit, but increase their speeds, which would solve kiting problems probably?
Different types of bosses also could add variety. I already buffed boss spawn rate a bit and found a bug with monsters not actually actively targeting player which is an improvement I suppose.
So I managed to cop around 15000 score, probably not impressive but whatever.
Mostly I found that the whole game just revolved around kiting until enemy spawns outbid your retreat vector, which probably isn't a problem. It is a shame that when enemies drop weapons or pickups, you'll never get them because they'll drop right in the middle of the horde you're kiting.
I am running this on a toastertop so maybe that's just messing with results.
Thanks for the feedback! Yeah, I want to improve the gameplay but don't have any good idea. I should check similar games and see how they work.
Can I ask how the game performed on your laptop? Was there any slowdowns?
The person that got a crash on launch and sent me a report, can you please download and try running it again? It was a shader issue (shader version was too high for your drivers, reduced it further). And thanks for the report!
It copies Crimsonland in visual style pretty closely(which is i think is a mistake), but lacks what makes Crimsonland gameplay feel good.
First of all, the UI is drab and barely noticeable, for a solid minute i thought there's no Health/XP bar.
The crosshair is leashed on some weird distance from the playr and it makes you feel like you have no control over it.
Monsters just aimlessly wander around, and the normal gamemode just spawned a bunch of them, instead of making them slowly appear and fill the screen.
The item drops were scarce and weapons should drop faster if you still hold on to the pistol.
If you tidy up the gameplay, it might just be fun enough to sell. If it had a different artstyle, i would've liked it more.
> First of all, the UI is drab and barely noticeable, for a solid minute i thought there's no Health/XP bar.
should handle better scaling ui better for higher resolutions. do you play on 1920x1080?
>The crosshair is leashed on some weird distance from the playr and it makes you feel like you have no control over it.
There is an option to disable that, it is enabled by default. I thought that would be a good way to balance weapons (some wapons allow you to aim further) but I guess it is a crap feature.
>Monsters just aimlessly wander around, and the normal gamemode just spawned a bunch of them, instead of making them slowly appear and fill the screen. >The item drops were scarce and weapons should drop faster if you still hold on to the pistol.
Some of them are random (only follow player withing a certain threshold) and others try to follow player regardless of distance. I guess I can increase the distance but things get a lot harder when more monsters are tring to follow you from all directions.New monsters also spawns as time goes on and it spawns boss monsters in intervals. I tried to increase item drop a little but also increased map size on the last day so I guess it is harder to grab bonuses before they timeout
Sadly I can't do much about the art :(
"do you play on 1920x1080?"
"There is an option to disable that"
Oh, did not see that!
My second entry in this jam and I will post this version as an open beta to friends. Hopefully I am planning to release in 2 months top.
Please give feedback on any bugs/crashes you find or new ideas/how to improve existing ones!