It's nice and fun. Fast paced and satisfying. You could take this in a lot of ways, wave shooter like you have, or even a kind of hotline miami kind of thing.
It could use reload animations, and maybe an armored vest item to give you one more health? I'm sure you have more content planned in general.
I really like the idea of doing something like Hotline Miami since that was my main inspiration, but a wave shooter seems simpler for a first project and I'm trying to limit my scope to a pretty small game for now. In the future I'd definitely want to do something like that.
Beyond 2 extra stages and a secret or 2 I don't have much more content planned. I'd like to but I'm more interested in finishing this project and cutting my teeth on something new. Maybe I'll come back to it eventually and turn it into the gorillion hour ARPG it was truly born to be.
Crawling enemies are a bit hard to distinguish from dead enemies in the midst of chaos and the combo meter should flash or something like that to indicate that it's about to expire. What's there is really solid it's a fun and simple game.
Good stuff. Simple and fun. I love the concept as well, the idea of a wizard shooting shotgun blasts etc out of his hands is really funny and I think could be a great hook to get people to play. I don't really like the weapon switching functionality however. I think it'd be better if you maybe unlock new weapon types as you play that you can swap in for your current equipment.
Glad you enjoyed it and appreciate the feedback. I like that idea and I'll play around with it, the whole loadout / power up system is not very clearly communicated at the moment.
This is definitely a strong start! The art has a really strong direction and the gameplay is clean.
It feels like 'camping' is very much incentivized, especially in places like the bottom left library node. The only thing that really kills you is being unprepared, and having a huge amount of walls to hide behind on demand makes makes it easy to game the AI a bit.
The first two enemies are really fair, but the archers are pretty spooky. Archers killed me the vast majority of the time just because they react so quickly and efficiently. They're a big part of why it rapidly becomes less viable to just turbo run around the map and go on a killing spree, which feels like it isn't what you're going for.
I'm not really sure what the ingame weapon upgrades do. I'm assuming the magnet is pickup range
Still, this definitely has the makings of commercial potential; You've got a fun hook and cool gameplay in a tight package. Best of luck with development!
Thanks for the feedback and encouragement! it is very much appreciated.
I'm camping neutral, but id like to incentivize some kind of movement around the map. I'd like to keep the ricochet weapons and small maps, so I was hoping to encourage some movement with the timer extensions (the magnet things you call out in your last bullet). This is a fair point, on an older build a friend of mine was able to get 50mil points in the library with a perfect angle and the magnum.
A lot of people also feel that the archers are spooky. Maybe even too spooky. I'll make a note to revisit their fire delay and projectile speed. They are supposed to be a serious threat and punish you for being exposed but not to prevent you from running around entirely.
This is something I need to do better at communicating. Each power up upgrades the weapon with that icon, and there is also a time extension with yellow text which uses the railgun icon (magnet) as a placeholder icon (oops). The only place where the upgrade effects are actually explained is in tooltips on the loadout screen.
Thanks for playing and I'm glad you enjoyed it my friend.
The graphics are really good. The shading/color looks really nice.
There is a visual bug with the main menu where it shows the background that wasn't covered by anything else. I like the areas where it's obvious where enemies are going to come from, so there is anticipation of where to watch out for. The animations are good too. It took me a second to realize the ammo types and such, but they were fun once realizing how to use it effectively.
Like the other person said, this game is really fun, would play more in the future. A pause menu would be nice.
The menu clipping is me being extremely lazy and adding the main menu as literally a 1920x1080 jpeg (and zooming a bit to have some margins for wider resolutions). I was hoping it was big enough to cover most monitors (i knew it would crap out on ultra-wides) but thanks for pointing it out, gives me good reason to fix it immediately.
Pretty sure I added the more obvious markers of where enemies will spawn based on your feedback from last demo day, so thanks for that!
Pretty damn fun. >I wish you could access settings in-game? >Ammo mechanics could be more clearly defined >Backgrounds are a little distracting right now >I love the goofy sound effects
thank you for the feedback my friend. good idea to add settings to the pause menu.
What did you find most distracting about the backgrounds? The floor tiles themselves, the props in the level, enemy corpses, or maybe the amount of blood particles?
Comments
It's nice and fun. Fast paced and satisfying. You could take this in a lot of ways, wave shooter like you have, or even a kind of hotline miami kind of thing.
It could use reload animations, and maybe an armored vest item to give you one more health? I'm sure you have more content planned in general.
Very very fun though.
Thank for the feedback, glad you enjoyed it.
I really like the idea of doing something like Hotline Miami since that was my main inspiration, but a wave shooter seems simpler for a first project and I'm trying to limit my scope to a pretty small game for now. In the future I'd definitely want to do something like that.
Beyond 2 extra stages and a secret or 2 I don't have much more content planned. I'd like to but I'm more interested in finishing this project and cutting my teeth on something new. Maybe I'll come back to it eventually and turn it into the gorillion hour ARPG it was truly born to be.
Very nice.
Crawling enemies are a bit hard to distinguish from dead enemies in the midst of chaos and the combo meter should flash or something like that to indicate that it's about to expire.
What's there is really solid it's a fun and simple game.
Desktop version would be nice.
Thanks for the feedback, glad to hear you enjoyed it. I hope you find your new role of WARPATH JUGGERNAUT a fulfilling one.
Visual clarity is something I'm struggling with so the specific example is appreciated.
There should be a desktop version attached on the main game page, looks like I forgot to attach it to the Jam submission. Oops.
Good stuff. Simple and fun. I love the concept as well, the idea of a wizard shooting shotgun blasts etc out of his hands is really funny and I think could be a great hook to get people to play. I don't really like the weapon switching functionality however. I think it'd be better if you maybe unlock new weapon types as you play that you can swap in for your current equipment.
Glad you enjoyed it and appreciate the feedback. I like that idea and I'll play around with it, the whole loadout / power up system is not very clearly communicated at the moment.
This is definitely a strong start! The art has a really strong direction and the gameplay is clean.
Still, this definitely has the makings of commercial potential; You've got a fun hook and cool gameplay in a tight package. Best of luck with development!
Thanks for the feedback and encouragement! it is very much appreciated.
Thanks for playing and I'm glad you enjoyed it my friend.
The graphics are really good. The shading/color looks really nice.
There is a visual bug with the main menu where it shows the background that wasn't covered by anything else. I like the areas where it's obvious where enemies are going to come from, so there is anticipation of where to watch out for. The animations are good too. It took me a second to realize the ammo types and such, but they were fun once realizing how to use it effectively.
Like the other person said, this game is really fun, would play more in the future. A pause menu would be nice.
thank you for the feedback! much appreciated.
The menu clipping is me being extremely lazy and adding the main menu as literally a 1920x1080 jpeg (and zooming a bit to have some margins for wider resolutions). I was hoping it was big enough to cover most monitors (i knew it would crap out on ultra-wides) but thanks for pointing it out, gives me good reason to fix it immediately.
Pretty sure I added the more obvious markers of where enemies will spawn based on your feedback from last demo day, so thanks for that!
Pretty damn fun.
>I wish you could access settings in-game?
>Ammo mechanics could be more clearly defined
>Backgrounds are a little distracting right now
>I love the goofy sound effects
thank you for the feedback my friend. good idea to add settings to the pause menu.
What did you find most distracting about the backgrounds? The floor tiles themselves, the props in the level, enemy corpses, or maybe the amount of blood particles?