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A jam submission

Oudemiai's Bloody Forever - PROTOTYPE 0.05View game page

Early prototype of a marathon/survival/TDF beat-em-up.
Submitted by SuperUltraMuffin — 2 days, 23 hours before the deadline
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Oudemiai's Bloody Forever - PROTOTYPE 0.05's itch.io page

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Comments

Submitted

it honestly seems pretty similar to the previous build to me.

there's relatively little feedback on hitting enemies

and the enemies don't seem very aggressive in attacking you

Developer (1 edit) (+1)

Thanks for giving it a try!

Yes, this was mostly small bugfixes and menu stuff compared to last DD. Slacked off a little too hard.

The enemies don't start out very aggressive but gang up on you more as the waves progress.

Submitted

It definitely feels fun, and more stable since when I last played it. I think the hitboxes might still be a bit off, the bodyslam in particular seems to have a hard time connectiong. I can't really remember what I said last time, but It feels more fluid. Would be interested to see what you do with this, adding a story or levels etc.

Developer

Thanks for giving it another go. Glad to hear I'm improving a little. :)

Which attack do you mean when you say the bodyslam? The player's aerial attack downwards?

And yeah, I'm looking forward to adding story and environment too, but I figure I gotta get the core gameplay in order first.

Submitted

Yeah, the aerial attack. It just felt like the hitbox was tiny.

Developer

I'll take a look at it, thanks.

Submitted

Played for roughly 15m.

Good to see you've finally clothed them, at least mostly.

Also crashed my GPU and then my PC in the Menu, same that happened with ToK in previous DD's, I'm assuming it's an Issue with the Unity Version and my GPU not playing together nicely.

Face Looks Dead, Hair looks tapered on. 

I'm playing in Godmode, because I'm terrible at fighting Games, but sometimes after standing back up I'm unable to attack. It solved itself once after running tho.

You have Z- Fighting on the Stairs leading up to the Temple with the Sword, and I still don't know what the Point in the Game is, apart from beating up endless spawning Hordes of the same Model scaled to various Sizes.

Animations are wonky and bad, but you know that.

Game otherwise feels really barebones at the Moment, you're missing a Story to draw the Player in, you're missing an actual Level, more diverse Enemies, and Gameplay I think. It's basically a Combat Demo with wonky Animations.

It's very likely just not a Game for me if its supposed to be a Beat-em-Up, so feel very free to ignore any or all of these Points.

Sorry.

Developer (2 edits)

Hey, thanks for giving it a try again. And please, there's no need to apologize for your honest opinion.

Your points aren't wrong, but I mostly have to answer them with "it's a work in progress". Like the animations are wonky and bad, but they're significantly less wonky and bad than when I started work on it, and hopefully I'll get them looking pretty good at some point. Check back in a couple months and I'll probably have (awful) facial animations on top of my barebones Combat Demo for you to bully :D

PS don't remove the holo-strippers from Green Cheetah please, they're peak cyberpunk Immersiveness

Submitted

Why booba censored? There's some IK issues when running and some weird animations in general when button mashing which is exactly what I always do in these games, so I'm probably not the best source of feedback in terms of gameplay.

Developer(+1)

It's censored because you didn't uncheck the "SFW mode" toggle in the Audio/Video menu :p
Thanks for giving it a shot.

Submitted

Really fun fighting!

Game controls well, character is little jiggly when landing.
Quick attack feels useless, when you hit lands enemy being pushed a little bit and your second hit wouldn't land (if you both stationary). It works only with locking on enemy and W+M1 spam.
With this AI it is hard for me to execute any special attacks, they are good at backing up and I always need to run at them. 
If you stay still, it feels like 25/75 flip if you will hit or enemy will push you on the ground and finish you.
Not sure if it is some tech, but you can hold your special attack if you:
Heavy attack, then press jump/lunge ect and before animation begins you hold heavy attack, this makes character lock on start of special attack animation that will play when you release the button.

Sometimes menu starts to ignore my hovering on buttons exiting and re-entering on the center of the button fixes it sometimes. Menu hides itself way too fast, I am trying to read attacks.

Reminds me of overgrowth with this kicking all enemies around and either killing them instantly or being killed because of your mistake. It is fun, interesting how fights will play in more designed levels.

best run was me running around and catching 1v1's (2d wave was set through menu)
Developer(+1)

Thank you for giving it a try!

I'll try fine-tuning the quick attacks - maybe making them push the enemies less would make them paradoxically more useful.
I've also got some changes to the targeting planned that should make their short range a little less of a problem. (I probably also need to better explain stuff like using dodges to get in close)


Holding your special attacks is intended - you can just hold heavy attack while inputting jump or dodge for the same result.

I'll make sure and change the menu's timer - probably disable it entirely on certain submenus.

Submitted (1 edit)

Ok, I played a little bit more with combos, you can even press M2 and hold it, after that choose what button for combo you want to use.
It made it a little bit easier fighting 1vX.
Falling attack is fine, but maybe you could add some air-ground attack (like dropkick) and make "falling axe kick" by holding button down?
Want to point out this again - I am fine with being "one shotted".
It only feels unfair to me because I never got any chance after getting ragdolled. (maybe they could at least hit me hard enough to ragdoll me away, rn they just place me on the ground)

Good luck with combat balancing!

Developer(+1)

Like a kick downwards that doesn't take you all the way to the ground? I'm a little leery of making the player more mobile in the air since the enemies already have trouble keeping up, but I'll keep it in mind.

>It only feels unfair to me because I never got any chance after getting ragdolled.

Oh! Right, yeah, sorry. I don't explain it very well (it's mentioned in the damage state descriptions I think), but you can still slide around on the ground by pressing dodge when you're knocked down.

Submitted

Definitely improved from the last time I played it.

  • Forgive me for stating the obvious, but animations are really important in a game like this. The running animation is really funny (maybe that would actually be a good direction to take it, imagine a goofy ragdoll physics game with big booby ladies fighting)
  • O R B
  • Biggest small thing that could improve it: improved hit feedback. Give me a nice meaty THWACK when you hit an enemy, you know? And hitsstun/hitstop. Right now it's like fighting a bunch of ghosts.
  • The kick feels like it charges up way too fast (it gets to the part where it pauses way too fast, that is), and then it releases way too fast, too. Overall I think a slower charging kick without a pause would work better (could be released before full charge for reduced damage).
  • Punch feels too fast, which also adds to the feeling of weightlessness.
  • I didn't manage to hit one of the jumping attacks, even though I tried like 30 times (seriously). Skill issue perhaps, also I'm playing on M+KB which could be why. I MIGHT have actually hit it and not realized it though.
Developer

Thanks for giving it another go!

Which running animation do you mean, specifically? The one where she maintains her stance or the normal run? I'd like to try and make the game non-goofy if I can.

Everybody's complaining about hit feedback, so I guess I gotta give it a look.

You're probably right about animations being too, fast, but I'm stubborn and haven't convinced myself I can't make it work yet.

Other people are simultaneously complaining about the jump attack being impossible to hit with and too OP, so I'm gonna have to take a good hard look at it.

Submitted

Played it a few times in the past, but this time i tried a controller with it.

Some things i've noticed for the first time:

  • when being locked on but still in idle stance, walking backwards has no animation
  • when being in fighting stance and walking, the knees bend backwards sometimes
  • navigating the menu is really hard with a controller, its hard to see (if not sometimes invisible) where the current focus is. For instance if you try to scroll through the control bindings i thought at first i'd need my mouse for that, but i actually hat to press right twice to get that menus focus

The hitboxes are super punishing. I think that was always the case, but using the controller i now just abused jumping and then using the dropdown kick to bonk enemies on the head. Cleared multiple waves with it rather easily but it seems to be the "wrong" way of playing to just spam the same action. Tried to use my hands too at first, but even in practice mode it was hard to connect to the enemy (especially the midget sized ones). Generally using a controller works great however, can't complain there.

The protagonist starts to look really cute, great work on that! From taken freshly out of the matrix, to chemo patient to a real cutie is a glow up you rarely see in your life.

Developer(+1)

Thanks for giving it another shot.
I uh, forgot to exit the peaceful stance when you lock on. Oops.
The other issues are ones I'm sadly well familiar with - I just haven't figured out how to deal with them yet.
Still, I suppose it's a good thing you're not running into too many problems I didn't know about.

Also, thank you for the kind words about the player character. I have a hard time telling if I'm making any progress sometimes.