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(+1)

wow thank you so much for the detailed feedback, it cant be overstated how valuable this is both for development direction and personal motivation.


The "use" button

E should be using the altar as well but it is using a separate raycast that is probably the source of the issue here. The the logic is am i within range of an intractable -> fire a ray to determine what intractable the player is looking at

This is basically a legacy system because enemys used to drop guns and ammo that had to be picked up but that slowed gameplay down too much. So this should be an easy fix


Speed kills

I love this idea. I will implement this with the current death effects but I would really like to learn how to make gibs to accompany this. Explosives would really benefit from gibs as well i think. maybe I will do fake gibs for now.


Keybind settings

lacking this feature is pure procrastination on my part and I apologize for that. this is now a much higher priority. I loath GUI design, both system design, and artistically.


Restart button

similar to the use button issue this was puzzling to read since this is one of those "it works on my machine" type of things but ANY mouse button should advance this screen. I should have made this more clear and/or maybe there is a bug idk but would it be better if this was a button on the GUI?


Progression

I have plans to make the map expand each time you kill a boss and I have often thought about how I would incorporate corridors into the level design. 

most of my ideas come down to making the player do a short linear "level" of some kind for some reason. like replacing the altar and blood cost with just finishing levels for a more traditional fps style. Or I could make mana altars that would let the player do a short level in the middle of the normal game mode for some kind of reward.

But for more open level design and progression do you think separate maps is better than map expansion or is it ideal to have both?

And i hadn't heard of soulstone survivors but I'll check out that mechanic your talking about. Vampire survivors progression is obviously a big influence on this game already so a bigger well to draw from is always appreciated.


Zapper

I need to rework this weapon to be a lot more like a flamethrower, but hitscan. I want to do some kind of volumetric fire simulation for a flamer at some point but that will be a lot of hours I think.

basically this weapon will not fire at all if the initial raycast doesn't hit because it requires at least 1 target to function, and instead of getting into the specifics of the logic ill just say I'm still learning lol.

This will be a higher priority change as well now.

Honestly a lot of things in this game that are bad I have just gotten used to from all the playtesting its easy to forget how much of an issue they really are


Explosives

All explosives have a timer and several variables that can either cause or prevent them from exploding.

for example they have a minimum number of bounces and a minimum distance from the player before making contact causes them to explode. BUT grenades always explode when the player is looking at there feet as an assist. This is a crutch to solve another bit of bad programming that should've been more similar to how rocket jumping works in quake but I rushed it a bit

This needs to be more consistent and/or explained better but it would probably feel more intuitive if I adjusted some of these variables and fixed the way force is applied to the player


Thank you again and hopefully I didn't forget anything.

(1 edit)

Thank you very much for your detailed answer and giving us a prototype of roadmap, it's the first time I'm getting so detailed feedback too.

A little more crying about speed kills: when you're moving at high speed and ram into enemy, you start pushing them in front of yourself and during this they  are constantly dealing damage you, which kills you really fast.

After playing more I understood that it's possible to interact with altar, I'm getting smarter. the minor nuisance here is that you have to stand in front of the altsr as it itself doesn't have collisions and you can go through it while trying to interact and nothing will work. There probably should be a feature like highlighting the edges of the object that you're aiming at (like in Satisfactory (or Minecraft with shaders, when you're aiming at block, its edges glow)).

Also while playing I came across one major problem: collisions. Somewhere camera just goes through surfaces like this, but when you're surfing on the slopes or using hook to pull yourself upwards, this backface covers the entire screen, which sometimes is really disorientating. !mage 1,2

About the keybinds: you don't have to apologize at all, we all have other things to do, so add this when you can, I'm not forcing you to hurry at all.

About the progression: I thing it'll be good to have both new maps (like semi-open world or something) and map expansion (like when a boss dies, it breaks the floor, opening an entrance of cave network). I like the mechanic with sacrificing blood, and small additional levels between larger ones can be also a very good mechanic, something akin to challenges in Dead Cells, but bigger.

About the respawn button: It can be placed somewhere in the middle of the screen, or the statistic can be a little smaller and buttons will be placed below. Image 3

While talking about explosives, I meant exactly soldier's grenades cause they rarely explode under my feet, all other boomsticks work just too fine, opening a full-scale space program) Image 4

As I understand zapper will be hardly reworked in the future, so I think there's no much point in mentioning it again.

And AK has mad recoil that forces your FOV to go bigger than US's external debt (i can't live without politic jokes).

All in all, thank you for reply, I'm really grateful for it, wish you good luck in future updates!

P.S. The sound of obtaining AK and RPG/Bulldog 6 are swapped (the game calls AK "grenade launcher" and vice versa)

P.P.S. Maybe I'll make some kind of teaser if I have time (it won't be 100% canonical if the game already has lore). Your game seems to really have caught me into its nets and I absolutely don't mind that

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Sorry if being overwhelming with all those demands