Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
So this was a lot of fun to play. I'm glad I went through the effort of arranging some other streamers to play it online, even though it required some extra hoops. These sorts of games I prefer testing with other players because then you can get a sense for how latency plays into things.
Visuals, the game is great. Music and sound effects I also like (though it was weird hearing sound bites from N64 Zelda games in one song). The gameplay was also good, though I can absolutely see where improvements can be made.
First, I'd say that your weapon shouldn't automatically change (or at least have a setting that lets a player disable this). It can really cause trouble for players who have a specific gun out and then happen to collect a new gun and it auto switches.
Second, while I love the teleporting I do wish it was more controlled. Rather than teleporting being random, perhaps it'd be better if there were set locations? Like going through A always takes you to B, B always takes you to C, C goes to D and so on? Honestly, I'm not sure the best way to handle this. I just know it sucks when you go through a teleport and end up right in a pack of enemies because it didn't go where you wanted.
Lastly, I'm not sure how I feel about the swapping of spawn points. Similar to how you can end up in a pack of enemies with the teleporter, it kinda sucks to respawn and find yourself alone where the enemy is and they all just face and blast you down. I believe the idea of this is to prevent spawn camping, but what if there was a function where you couldn't be killed in your spawn until you leave it once? That way, if people try to camp it, the camped team can just stay in spawn and kill some people before slipping out? To counter teams that camp from hiding spots, putting a teleport right inside the spawn that goes to a random teleport point that changes on a timer (not including the one that's directly in front of the spawn) could help counter that, as then a team could just go through the teleporter and all end up in the same spot and be able to swarm an enemy defensive point quickly to try and break the camp.
Also, there's one set of teleports that seem to be bugged, where you can talk out of them along the edges. You probably heard us talking about it on the stream, so I'm sure you know which one.
Other than that, there were two bugged vehicles that the player can get stuck on or in. You saw one of them first hand, but the second is the vehicle to the right of the centre when facing one that side's spawn. If you jump on top of it, it can clip you into the vehicle. I'm not sure the exact conditions to trigger it. The first time I feel like I did it on my own, but the second time I know I got shot while trying to do it and I think that pushed me in. As such, it's possible this glitch can happen with other objects if you get shot at the right time.
We also encountered bugs where players would disappear for some folks, showing only their guns. It wouldn't even show the enemy outline if they were on the opposing team.
Overall, there's quite a few things to fix but it's also very fun. I can't wait to see more. I also hope you're able to expand the streamer list over time. :)