Seemed to work mostly fine, only some things made the game slow down a bit.
Is there a point to how you "connect" things on the upgrade grid? I could feel that fundamentally stuff had an effect, so that’s good. But the upgrade grid coming up suddenly while playing feels a bit interruptive. Especially as it responds to your ongoing WASD key press, but differently. I think if you go for a fullscreen upgrade view, returning to the game proper should at least have a short 2..1..go countdown to give time to get into your situation again. (Was not all that relevant here, as I did not really get into dangerous spots, and also picking an upgrade was usually simple decision.)
> Is there a point to how you "connect" things on the upgrade grid?
At this point no. It's just a placeholder, in the future upgrades will have more interesting modifiers and it will focused on correctly positioning them on the grid.
I agree with everything else, it's just very early version. I didn't think of time delay though, it might be actually a good idea.
Well, it's a survivor like game, from what I can see in this demo you play as a robot and each time the player level up, will build structures for get upgrade. The core gameplay is working fine for what I manage to play. The art style make me feel like playing an old game from windows 98, I like it.
But sometime will point out is that the power up don't have explanation, +1 energy and +1 utility, I don't know what they do.
Another point is that having too many enemies make the game drop the fps by a lot, the screenshoot bellow was running at like 15 - 20 fps, it feel like playing in slow motion. You should check the code and see what's happening over there.
Yes, the game is in very early stages so pretty much all assets are placeholders.
You can get more than one weapon already but what you get to chose on level up is random so you might have been unlucky. I don't want them to be perfectly balanced. Since it's random which one you see except the first one you will not be able to pick the best ones consistently. So it's fine if some are better than others - within reason of course. That being said, current balance is not what I plan but since there aren't many harder enemies there isn't much to balance them against at the moment.
Right now all weapons can be chosen as a starting one but that will change, since some of them just don't make sense as starting one. Like the rotating discs which really only work as support weapon.
Yeah, not a problem. I tried the latest version, did the same steps, and it looked like it got to a loading screen with some text in the center before doing it again. Are there any logs I should get for you?
Comments
https://www.twitch.tv/videos/2138227824?t=0h21m32s
Seemed to work mostly fine, only some things made the game slow down a bit.
Is there a point to how you "connect" things on the upgrade grid? I could feel that fundamentally stuff had an effect, so that’s good. But the upgrade grid coming up suddenly while playing feels a bit interruptive. Especially as it responds to your ongoing WASD key press, but differently. I think if you go for a fullscreen upgrade view, returning to the game proper should at least have a short 2..1..go countdown to give time to get into your situation again. (Was not all that relevant here, as I did not really get into dangerous spots, and also picking an upgrade was usually simple decision.)
> Is there a point to how you "connect" things on the upgrade grid?
At this point no. It's just a placeholder, in the future upgrades will have more interesting modifiers and it will focused on correctly positioning them on the grid.
I agree with everything else, it's just very early version. I didn't think of time delay though, it might be actually a good idea.
Thanks for playing :)
Well, it's a survivor like game, from what I can see in this demo you play as a robot and each time the player level up, will build structures for get upgrade. The core gameplay is working fine for what I manage to play. The art style make me feel like playing an old game from windows 98, I like it.
But sometime will point out is that the power up don't have explanation, +1 energy and +1 utility, I don't know what they do.
Another point is that having too many enemies make the game drop the fps by a lot, the screenshoot bellow was running at like 15 - 20 fps, it feel like playing in slow motion. You should check the code and see what's happening over there.
interesting concept but too early to give proper judgment.
i like the aesthetic you are going for but of course the mech needs some nice animations for a good gamefeel
some of the weapons are better than others, are we going to be able to have multiple of them in a single run like most survivor likes do?
Yes, the game is in very early stages so pretty much all assets are placeholders.
You can get more than one weapon already but what you get to chose on level up is random so you might have been unlucky. I don't want them to be perfectly balanced. Since it's random which one you see except the first one you will not be able to pick the best ones consistently. So it's fine if some are better than others - within reason of course. That being said, current balance is not what I plan but since there aren't many harder enemies there isn't much to balance them against at the moment.
Right now all weapons can be chosen as a starting one but that will change, since some of them just don't make sense as starting one. Like the rotating discs which really only work as support weapon.
Thanks for playing :)
Seconding blorb's feedback. Launched, clicked New Run, selected Drone Swarm as my starting weapon, and crashed to desktop.
Thanks for testing, I just uploaded a new version that should produce a dump on crash. Would it be possible for you to test it?
Yeah, not a problem. I tried the latest version, did the same steps, and it looked like it got to a loading screen with some text in the center before doing it again. Are there any logs I should get for you?
Is there file called CrashDump_somenumbers next to the .exe file of the game?
If there is please upload it here: https://www.dropbox.com/request/0UnKRGFMcngFLcpxOp57
Uploaded it, let me know if there's anything I can help with
Hopefully it should be fixed in now.
Destroyed my PC, posting from my coffee machine. But seriously, I can't get past the weapon selection, it closes after that.
Can you try running the game from command line to see if it prints any errors?
Asset in old version(3): data/floor.sdf
Asset in old version(3): data/ship_wall_two_sided.sdf
Asset in old version(3): data/ship_wall_two_sided.sdf
Asset in old version(2): data/ship_wall_x.sdf
Asset in old version(2): data/ship_wall_t.sdf
Asset in old version(2): data/ship_wall_l_convex.sdf
Asset in old version(2): data/ship_wall_l_concave.sdf
Asset in old version(2): data/ship_wall_one_sided.sdf
No sprite with id: effect.global_light
Unfortunetly these are standard warnings, so it must be some unknow issue I don't add any logs for, thanks for checking this :)