Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
Alright, I tested the linux version and every seemed to work like on windows builds I saw streams of.
The game is fun. I like that you got different coloured ammo for different coloured guns.
It would be nice if until you fill up all your slots you would always give guns of new colour.
After the player has more guns, on one hand I would suggest to always drop ammo of colour that is not currently in use to encourage swapping weapons, but on the other hand different weapons are for different situations so that kind of fixes itself.
I think it would be better to be able to instantly swap between weapons, but I see you got some upgrades for that, and unimplemented shop, so you obviously got some ideas for the whole swapping mechanic.
It would be nice to see terrain on the minimap, but if you intentionally want to have players goes for dead ends, I can relate to that.
The boulders are annoying in a fun way. I wonder if you plan to do more with them in future. I sometimes feel like there is too many of them.
After you die, go back to menu and start new game, the UI shows guns from last run (you cannot use them, so it's just the UI thing)
see image below:
for guns lying on floor, I would like to see some sort of tooltip, or even have it's name appear in the empty space in left top corner.
I would also like to have guns to be able to pick up from bigger distance.
Some monsters were getting stuck on really sharp corners when I was behind a wall, also shooting when they cannot even reach me with their projectiles, but I don't think it's something you should prioritize.
I think player's legs when moving look cute.
I don't think I ever used the dash/dodge.
Camera zoom in options would be cool.
I look forward to future Demos.
Very fun. Picking which weapon to use in what situation was much deeper than I initially thought. Weapon swapping feels very clunky at the moment. I might be blind but there didn't seem to be any indication that you're mid swap and it led me to think the game was bugging out for a while. There also seems to be some kind of bug that occurs if you manage to click the start button twice before the run loads.
Great start on a vampire survivor's like. Really love the animations and creature designs, especially the big purple guy. Running animation vvv cute. Nice variety of enemies right away which is cool. Enemies feel fun to kite around, it feels like some of them have collision detection against each other.
No gate spawned after level 3 leaving me locked. It said there were no enemies left so I'm assuming this is a bug.
Also not sure about the inclusion of ammo scarcity. Seems like its way too easy for a player to get screwed through no fault of their own. Looking forward to playing more! (OuO)
Thanks for playing and the feedback!
Damn then there are several players who've gotten that portal bug. I'll just refactor entire thing, haven't gotten it myself after hundreds of tries which is odd.
Yeah you can definitely get screwed over regarding ammo right now, it should be get better in the future!
I made it to level 8 or so, eventually there just were too many enemies on the screen, even though I kept shooting, there were always more coming to replace them, and eventually I got overwhelmed and died. I think I've seen all the content the game had to offer, so I didn't restart.
Some issues:
Anyway, the basis is quite fun already, looking forward to you adding more content to the game.
PS: The penis is evil.
Thank you for playing, great feedback! Yeah by level 8 you've definitely seen everything in the game right now.
RIP Sean Connery...
Its Fun. I suck at it tho.
Surprising variety of Weapons, I was expecting it to just have 4, since you have 4 Slots. When finishing a level, it should just automatically put you in the level up screen, and ocne you've picked one continue. No reason to require the extra Inputs there. The small Rocks blocking projectiles and especially movement is super Annoying, is there a Reason for those? Why not just remove them and have only the default Terrain. Or at least push them more to the Sides/Walls, so you can have some free space to run around in.
Theres no Feedback on when you're getting hit, your Health just depletes, and with it being so far right, with so much action in the middle, its hard for me to realize that.
Also the minimap seems kind of Pointless. Sure, it shows you where the Enemies are, but it would be nice if it would show you the Terrain, I ended up running into a corner a few Times by accident/bad map generation and dying there because I had nowhere to go.
Thank you for playing and for the feedback!
A wide variety of weapons will pretty much be the point of the game, its very easy to add new ones (just have to write more interesting logic other than projectiles). It will be closer to something like Borderlands later and being able to inspect their exact stats.
Which ties into why there's a portal before going to the next level; usually you won't have much time while there are enemies to look at and try out guns - also to collect other drops (will probably make it so the portal pulls all items towards it).
The small pushable rocks are there to be a bit annoying and hinder your movement hehe. Also to use as cover and slow down enemies if you take advantage of them. However, currently the generation of them is not balanced at all, so its very possible that you got levels generated with way to many of them... They're supposed to be a small unique element of this map type, but right now its the only type of map.
You're definitely right about the hit feedback and I will improve it.
The minimap is honestly not meant to be that useful, mainly because I don't want players staring at it instead of the actual game. The primary purpose of it is to easily see where enemies are when levels start to get big. I will think about adding a skill for seeing walls on it though.
Accidentally running into a dead end and getting punished for it I see as intended though, but there is supposed to be ways to get out of it. Right now there aren't that many though; mainly escaping out of such a situation by destroying walls and making your own path (explosions do way more damage to the environment). Other ways, which I have yet to implement, will be for example teleporting, pushing enemies away (the primary fire of the shieldgun can do this to some extent, if you keep firing and charge through a horde of enemies you can often get through, but you'll probably get damaged), phasing through them, etc.
Basically, I hope some design choices will make more sense once I add more content.
Very cool, maps were the right size and the swarms of enemies kept me moving about. Right balance for tempting to shoot through a crowd to get to a gun.
I would say that duplicate guns should be combined, if I have a half filled bazooka it would be cool to run over a new one for a refill.
TheGameIsGood
In all seriousness, it is.
The start was alright, got a pistol, the spinning reload is cool, enemies come at you, whatever.
Then I killed the first big baddie and got the Ultra Machine Gun weapon. NOW that's a fun gun.
Holding down mouse to eviscerate everything in front of you, Predator 1 style, is very satisfying.
The only point I slowed down was a level or two later, when I ran out of ammo. It took me a bit to learn the blue boxes are ammo, but until I did I thought I hit a bug since I didn't have any visual indication that conveyed I was out. Perhaps highlighting the ammo counter (and adding a mouse over to remind the player that this is an ammo count) to prevent confusion.
Only other issues are minor - if I dash to the portal at the end of a level, I'll start the next one with no dash. If I take the HP+mass increase perk, I'll start the next level with some health missing (presumably the difference between my old health value and the new one from the perk). Granted I do the same for my game, it ended up feeling strange here.
I guess the randomness is also a bit weird since while the jump from pistol to Ultra gun felt great, it probably wrecked balance a bit since I was able to massacre everything with a lucky drop. Perhaps the first 2-3 levels should have a guarantee drop, like a shotgun on the first big baddie?
Either way, it was quite fun
Thank you for playing and the great feedback!
Good point about the ammo boxes, I've been staring at these things so long that you lose track of what isn't obvious to new players. I intend to add mouse over tooltips and other indicators to many things, for example being able to inspect weapons to see their exact stats etc.
I'll change how the max perk works yeah.
Regarding the balance; well there isn't really any yet hehe, the ultra gun is intended to be really effective but burn through your ammo. I think that will be a lot of continuous work to get right, especially as I add more and better skills, guns, maps, and enemies. Getting at least one guaranteed drop on the first map is a good idea.
Good looking and pretty fun even with the placeholders but a little buggy:
Neither the shop or level up screen never showed up for me and twice the counter said 0 demons but didn't the portal didn't spawn.
Also idk if it's intentional or not but there's a delay when you switch weapons before you can switch again which was annoying when using the mouse wheel instead of 1 2 3
Regardless, the potential is there.
Cool music too.
Thanks for playing! The shop isn't implemented yet, I should probably just remove the button for now. Leveling up requires you to have enough runes for the level to purchase after every level ends, did nothing happen when you pressed the level up button regardless? The portal not showing up after killing everything is definitely not intended, I will look into it.
The weapon switch delay is intended, however I will change it to be less annoying - so you can always start switching but it takes some time to do it instead.
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