Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

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.

When I was playing this, I found my enjoyment depended greatly on which mode of the game I was doing. When I had the more free-roam parts, it was a lot more frustrating to play. The character would slide around when doing any movement, and in general tank controls (where you only move if you're going forward or backward, while the side buttons just turn you) make it really challenging to aim. On top of this, I often had issues with the fast zombies coming up behind me and attacking me.

However, once I moved to the second part, where you're defending the barricades, it felt a LOT better. In this scenario, the slide was actually very nice and became predictable to rely on. I could run from one side of the area to the other and have a good sense for when to let go, making me slide right into the spot I wanted to be in.

Since I imagine there will eventually be a mix of free roam and barricade parts, it feels important to get the free roam movement down. Normally, a first person game would use the mouse for aiming and then use WASD for movement, with A and D being strafing. However, I have a feeling you don't want mouse aiming to be part of this so I'm unsure of any particular way that could help. Perhaps what may help is to slow down the speed of enemies in free roam. For example, make the fast enemies move as fast as the slow ones do now, and make the slow enemies even slower. This would give the player more time with aiming and would make it less frustrating.

Hey there!
Thank you so much for stopping by and sending valuable feedback!
I just got around to watching your stream VOD.

As for your questions and insights:

1.  As for aiming in the free roam parts, the game has a slight autoaim that  helps you in a pinch. Hitboxes are generous, so you don't have to be so precise. Also also, the game targets the closest enemy to you when you're overwhelmed (just a little something for casual players to help them out).   In case of fast mutants coming up behind you, quick turn lets you turn around instantly toward them.  Kicking also buys you a few seconds.

2.  In case of sliding, you're losing speed that you've build up while moving around. It's something that I'm still fighting with. GDevelop doesn't really like 3D games (for now at least!), so I have to get creative in every aspect of the code.   

3. Yeah, you're right. I'm not *aiming* for mouse controls. The game uses a lot of sprites already. Adding additional animations for headshots (and other various limbshots) would take even more time to  record and cutout (especially since GDevelop supports only one video per scene, so I had to cut everything out frame-by-frame). What's  interesting, I noticed that my friends  (that are mostly playing casual games) felt okay with the controls. 

4. The thing about slowing enemies down is interesting, but we still have 60 seconds. If enemies spawn let's say after 10 seconds and they're moving so slow, you'd only kill max 8-12 mutants (assuming you'll see the ones that are heading your way), which completely turns down difficulty to zero. Their current speed is already quite slow. In terms of stats, Masked Mutant moves at 25 pixels per second, while Local Football Players runs at 50. The survivor moves at 65 pixels per second.

5.   Someone asked in the chat if that's green screen. Yep, we've recorded everything on green screen and I cut it out frame-by-frame. Each mutant has 4 animations - walking, getting hit, attacking and dying. Basic enemy is made out of 237 frames it total.

6. As for me looking like moistcritikal, I hear it a lot xD

Anyway, thanks for playing!
Have a good one!

PB