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Nice diegetic start menu. Seems like you got a pretty early prototype going of a space-themed roguelike in the vein of Binding of Isaac. It's still quite rough, but I'm looking forward to your future progress on it and seeing what Void Crawlers evolves into.

Here are some bugs & things I noticed while playing:
-In the mode selection menu, it's not obvious you have to hover your cursor over the back button to put the game disk model down since it's occluded by the game disk model. Maybe make the game disk model be put down when your cursor isn't over it anymore instead?
-P/ESC should also close the pause menu but I had to click a button
-Space to dash is not listed in the tutorial
-dash kind of functions oddly where you always dash towards your cursor, but if you press the opposite direction it seems to shift the added velocity towards the direction sometimes?
-It's very easy to get stuck to terrain and walls while moving around the rooms. This can make navigating areas a bit frustrating.
-Freezing the character on entry to every room feels very bad. I'd rather you let me move around until the enemies spawn instead.
-You get a freeze even when entering old rooms you've cleared enemies out of. That feels mega bad.
-Enemies often get stuck on their spawner and just shoot out from it at you. This can make it sometimes difficult to realize whether you've cleared a room yet or not as some end up being occluded by the geometry above them in their spawner.
-The razer boss that I fought needs more telegraphing before he dashes around or at you. It seemed exceedingly random how he moved.
-I don't know if there's an end to the second dungeon, but I went through a ton of rooms without finding a boss. For the time being, since there's only one enemy type, I think the room count can be cut down.
-There is some funky stuff going on on the side of the screens running the game on my ultrawide monitor.
-There was some terrain I could shoot through in certain rooms.

(The two spaceship models were pretty cute. I'm more of a Ship_02 man myself.)

There's a lot to do before Void Crawlers gets to a better place, but I'm sure you can handle it. See you at DD65!!

(1 edit) (+1)

"-In the mode selection menu, it's not obvious you have to hover your cursor over the back button to put the game disk model down since it's occluded by the game disk model. Maybe make the game disk model be put down when your cursor isn't over it anymore instead?"
That's a good point actually, I'll add it to a todo list, but it won't be for a bit yet, when I add more content to the menus I'll give this another pass, I also need to add in the logic to deselect when the mouse is off a button, which is a bit of a pain because then I ruin the function for the keyboard/gamepad menu selection, I might have to only deselect if there's mouse movement selected.

"-P/ESC should also close the pause menu but I had to click a button"
I've got this sorted in the next version.

"-Space to dash is not listed in the tutorial"
You're correct on that, I fixed it up for th next version

"-dash kind of functions oddly where you always dash towards your cursor, but if you press the opposite direction it seems to shift the added velocity towards the direction sometimes?"
Yeah I noticed that too, it a bit buggy, I'll add that to me todo list

"-It's very easy to get stuck to terrain and walls while moving around the rooms. This can make navigating areas a bit frustrating."
I've just fixed this, the collisions a sphere now as someone suggested, it allows wall sliding, it'll be fixed next version.

"-Freezing the character on entry to every room feels very bad. I'd rather you let me move around until the enemies spawn instead."
I'm working on improving the room transition logic to be more fluid, it's got a few logical issues with it right now.

"-You get a freeze even when entering old rooms you've cleared enemies out of. That feels mega bad."
I agree with you on this, it's super annoying, I'll fix it when I go and do a room transition pass

"-Enemies often get stuck on their spawner and just shoot out from it at you. This can make it sometimes difficult to realize whether you've cleared a room yet or not as some end up being occluded by the geometry above them in their spawner."
That will be fixed with the next AI pass.

"-The razer boss that I fought needs more telegraphing before he dashes around or at you. It seemed exceedingly random how he moved."
The AI for him is not really finished, it's just got basic logic, but all of that is linked with the AI, which I'll fix when I go and do a pass on that.

"-I don't know if there's an end to the second dungeon, but I went through a ton of rooms without finding a boss. For the time being, since there's only one enemy type, I think the room count can be cut down."
I experienced this before I was submitting, I really need that map or an arrow to hint at what way to go, it confused me and I hated it.

EDIT: Also FYI, There's unlimited levels, they're just generated upon starting the level, it just generates things that are too large without a map, I failed to mention that.

"-There is some funky stuff going on on the side of the screens running the game on my ultrawide monitor."
That has been fixed for next version.

"-There was some terrain I could shoot through in certain rooms."
I'll get that sorted when I fix up the AI, for now it's sort of a feature since the AI doesn't have navigation brains.

(The two spaceship models were pretty cute. I'm more of a Ship_02 man myself.)
You know what I realized? People like the graphics and haven't said it's terrible or annoying, that's appreciated.

Thanks for giving it a bash, I'll have those fixes in soon enough, I'll release a patch later today with those few annoying things fixed so people can enjoy themselves a little more, I'm just checking out the room transition seeing if I can quick fix it to be less annoying.