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The sounds are loud as fuck.
The hit detection on enemy was pretty weird, the only way I could hit is by mashing the attack button. The enemy could stand still, I'd slash right through him multiple times, and nothing would happen until he did some animation.
I opened weapon selection menu and couldn't quit out of it.
Has potential though, looking forward to this on the next demo day.
It would be nice if you could still move the camera when you're far away. It's hard to have situational awareness when you can't control where you're looking. The missile sound effect is way too loud.
I encountered this problem with the game over menu you're probably aware of. Your game has a lot of potential! Good luck!
If the physics were adjusted so that the impacts hit a bit harder and you zoomed in to slash from a slightly longer distance away, this would feel really good to play once the animations get boosted and juiced some.
I would like a separate control for sprinting rather than dodging though - crossing large gaps is a bit of a pain if your enemy continues fleeing at the moment. Also would like a slow lock-on system if you hold down RMB to increase the number of missiles fired in a single volley so long as you keep your mech more or less on target, rewarding precise dodges.
This is a nice foundation to add on to that you've built here. I'm eager to see where you take it.
Thanks a lot ! Your video is very in depth and precisely defines several problems I had not thought about, I really appreciate it.
I won't go back onto bugs (particularily for weapon selecting with the stick, I forgot to check a bool for the input to be consumed during pausing so it stays stuck) or sfx mixing because these are genuine issues I need to fix.
But for controls, I personally have the index on the bumpers whenever I'm using them, so it made sense to me when I was coming up with them. Anyway I'll just try to have re-bindable controls by next Demo Day.
Happy to help!For me on an Xbox 360 controller, I find resting my index fingers on the bumpers constantly is a tad uncomfortable since it's a bit of an extra stretch compared to the triggers. I've heard on PS controllers that it's more comfortable. Also someone told me that they sometimes use their middle fingers on the triggers with their index fingers on the bumpers, which I find to be more comfortable but I've never played a game like that (I always use only my index fingers) so it seems foreign to me (though interesting). I don't know if any of this applies to you, or maybe your tendons just stretch further than mine or something. :)
I think for me the bigger issues with the control layout were: 1) using triggers/bumpers for melee attacks rather than face buttons seems a bit odd, just because in my experience it's much more common to find melee attacks mapped to face buttons so that's what I've become accustomed to over the years, and 2) having to take my fingers off the movement controls (triggers) to access the attack controls (bumpers) is a real issue, although if you were someone with that 4 finger grip I mentioned above that may not be an issue. Still, I am sure there are many who like me only use their index fingers.
Rebindable controls is definitely a must. :) But even with them I always like to encourage devs to choose their defaults carefully since that's going to be most people's first experience with the game and especially for a game such as this with complex and unconventional controls since many players may not know what will work for them from the beginning.
This is really cool. This has potential to be amazing with more polish and less camera insanity. I'd almost say ditch the rockets because of how fun the sword is to use, but it's good that the rockets can hurt the player (I think)
Like the combat. I'd like to see more detail in the "mechs" as well as some "woosh" when you dash. You can hit "try again" more than once and the menu will display during combat.
Nice, i like this style of combat, i suggest you to revisit the melee system for now is really hard to hit with the 2nd hit of the combo, have you think about having to press shift with good timing to get positioned in front of your enemy, instead of having to auto aim every melee? For less dull combat system time based input are better and it will discourage button mashing.(also i try to set 1000 enemy and they showed only 3)
Thanks for the feedback !
Concerning melee, I'm not too hot on the idea of completely aiming attacks, it still needs some degree of snapping. But I'll agree with you that it is a little too generous right now.
As for spawning enemies, the demo is limited to 5 instances of each enemy. There's not much of a point to more of them, and most importantly they're pooled now instead of being spawned. But I'm not sure how you got only 3 spawns since it should go back to 5 if you put more, I tried to replicate that but to no avail.