One of the more polished demo day games ive played, really fun stuff. Beat the 3 dungeons with a few deaths
I love underwater games and this game nails that atmosphere
the music is all awesome, i especially liked the DnB track on the egg level
IMO the cooldowns on the RMB abilities is way too long. most of my time spent in combat was spent circle strafing and holding M1 waiting for my cooler thing to recharge. This game reminds me a lot of RoR2 where your abilities also had cooldowns but in that game you could rotate through them pretty quickly with most characters in a satisfying way, and there was ways to get multiple charges and refresh the cooldowns. I tried stacking more of the stat that reduces recast time but it didnt make a massive difference by the end of any of the dungeons
Dying seems to have no consequence beyond having to pick back up your stuff? maybe there was a lives system i was unaware of
all the lowpoly models and shaders look great!
The R abilities were all really cool, but i only got to use each of them 2 - 3 times before the stage was over. again with having no cooldowns available most of the time I spent a lot of time holding M1 wishing i had more at my disposal
I didnt see the point of having to look for random adds to kill after getting the elemental stone before the boss spawned
My overall damage felt low and I was wishing things died faster after the 1st stage
By the end i wasnt paying that much attention to the stats since my progress would reset by the next level
I like bumpsy and his show
Its as shrimple as that, really fuckin cool game. I had some nitpicks above but definitely one of my favorites to play. I could see myself playing this with friends and having a blast.
Thanks for the feedback man! Yeah, was the RMB ability 30 seconds or 25 seconds? I pushed a 25 seconds build but I'm thinking about lowering it again (for campaign, no MP). Same with the R ability, reducing the charge requirement. The little mob farm thing after the stone is just a small grace period to try out your abilities + level up more before the boss spawns kinda thing. You roll a new shrimp every dungeon, then can switch to it in the hub world with the statues. The macro goal is to assemble the strongest group of shrimp possible to kill the boss. Also the shrimp you've created can either be saved to repo or sold for points and tokens
Nice feely menu. If you're not giving me a drop-down for all resolution options, I would recommend having a confirmation prompt after selecting a new res.
Went with earth element for no particular reason. Movement feels nice, I like how snappy it is. Shooting is good too.
I was a bit confused after I placed the mask on the shrine, it took me a while to see the big starfish behind all the kelp. There were other trash mobs around me too, and I thought one of them would be the enemy I have to kill.
I know others have expressed this sentiment already, but it's weird that you have to seemingly remake your shrimp after beating the tutorial.
Chose ice for the first level, it feels fine if not a little weaker than earth. The beam seems more situational than the rock slam since it requires you to be vulnerable for longer. Maybe it'll shine later in the game, it's certainly useful against static enemies right now.
I'm not sure I understand the core gameplay loop. I have to kill a certain number of eggs... is this a quest-based game?
I like the music, it's very Ratz Instagib-y.
My merged power was the glacier, the ultimate felt nice and powerful. The ice wall was sort of floating in mid air since I spawned it on elevated ground, you could easily fix that by making the model longer and having the pivot not at the base.
Looks like I got somehow pushed out of bounds during the boss fight, I can't move past this invisible wall. Had to get myself killed.
After killing the boss, I'm still unsure what constitutes a loop in a domain. I assume that it always ends by killing a boss, but I don't know what triggered the boss in the first place. Maybe it's a case-by-case thing.
That's all the time I had right now, I might play again later. It's definitely fun, though it feels a bit free-form right now. I didn't read the dialogue with much care nor did I read all the on-screen text, maybe it's my fault. Hope to see you release soon.
This is really fun. The version i played puts you right into the egg mission which seemed a bit fast to get thrown in, saw an open world thing and tutorial on stream the other day which didn't seem to be in this build which probably addresses that issue already. Might have been a bug or something, after beating the egg mission i got put into another egg mission on the same map and stopped there.
Some feedback: sliding along terrain in the area with the eggs is a little bit inconsistent, sometimes you can slide along it, sometimes you can't, feels a bit jank.
splash radius on the cannon feels a bit inconsistent, but the sniper + cannon + penta loadout i ended up with was a blast to cycle through while killing. I played with wind and the mobility plus crowd control abilities felt very useful and good. The weapon you start with and abilities are very weak compared to the hp of the very first enemies i saw in the egg mission but the damage seems to catch up fast, i had no dps problems after a bit of loot and upgrades.
I got a different spinning 5-pattern weapon which i didn't remember the name for, and it kept shooting out and seemingly getting caught on invisible colliders or something as i flew around. I think my back might have been up against the map edge, and shooting forward away from the map edge the 5 projectile still got caught on it.
it would be nice if the damage numbers against the same enemy combined on nearby hits, the number popups when using the penta projectiles are unreadable when they hit all at the same time.
I like the demo, this is something i think i'd actually buy eventually with more content. I can see this being popular with a pretty wide audience if the rough edges get cleaned up. I thought there was only the egg mission though now reading the other comments there's probably more but i got unlucky.
I beat two bosses and I'm not sure how to enter the light domain, I'm assuming it has something to do with the shrimps asking you to do quests nearby. I don't love that the two bosses were about avoiding area of effects or "indirect" attacks instead of the threats coming from the bosses themselves, but that's just me and I'm sure the other bosses are different enough to keep things fresh.
Dying to the boss gave me whiplash because it respawns you in the middle of the bossfight but with worse stats, it doesn't feel great.
shrimps are awesome love them and the aesthetic, feels like a very polished game with a lot of content. I'll be playing some more, want to see the other zones.
combat is fun but a bit slow, perhaps player and enemy damage could be increased. The artstyle and UI are all great.
I think the first zone needs a couple more eggs scattered around, I had to keep searching for the last ones. After breaking all the eggs, I couldn't swim high enough to grab the stone the area, I had to die and then it respawned me higher.
Incredible style and soul. All the animations and enemy (and Shrimpy) models look stellar. Feels like I'm playing Armored Core but as a shrimp. Found the intense warnings for fusing your elements pretty funny. I only played singleplayer but it seems there's a mutliplayer mode, too, where you power your Shrimpy up while fighting your friends. Seems like it might be similar to Kirby Air Ride.
Here are a few bugs and other things I took note of: -Lots of issues with the controller not quite working in menus (PS5 Dualsense controller). Also couldn't move the camera with the right analog stick (I assume this would be where camera is mapped to on controller) once in-game, but seemed to be able to do most everything else (I switched to kbm without testing out all the controller inputs on my PS5 DS once I realized I couldn't move the camera) -Am I retarded or wouldn't ascending lower your pressure? I understand how it works gameplay-wise I'm just being a nerd. -Feel like dash action should be able to be spammed more. I was taking a while just to get through my energy trying to use it as often as possible. Would be nice to spam it in more dangerous situations. -Could shoot through walls at enemies sometimes if I was close enough (mainly tried this on the Kelp Shrine boss and the thing clogging up the Volcano) -Often got stuck or clipped a little bit into walls and got stuck when I was moving around close to them -Wish picked up weapons didn't have their icons swap as you cycled through them. This is big personal preference though. It's easier for me to distinguish what I'm using when I just have things laid out in a line being highlighted as I cycle through them. -In the volcano boss area I noticed the orb to return to the hub world appeared before the boss did; not sure if this was intentional or not
I stopped at the point you needed to find a pearl to talk to that one shrimp. Looked around the world a bit but was pretty confused on where I would need to go to find this pearl.
Overall great work though. The game's visuals have a ton of flare and the gameplay seems solid. Definite GMI energy!
What an interesting game. I really like the visuals, the aesthetic with the elemental domains. It very... vaporwavy in a way. I dig it. The game play works. I played in the controller. My only complaints are that is a bit hard to understand swapping with the controller. With keyboard you get the 123 keys, but with controller, I need to press al the D-pads hoping I get the correct shot I want. Also I'm a bit confused about the Shrimp stats. They reset each domain? Overall it wasn't a problem to play, but it let me very confused all the time.
Now a bug. I got out of bound, or inside geometry colision often. I don't know why or how, but you need to look into that.
Other than that, great game. Look forward to see more.
Yeah, I'll have controller mappings soon... it is just a bit crowded rn.
You roll a new shrimp each dungeon, and completing a dungeon saves that shrimp to be swapped to in the hub (The end game boss will require all of your shrimp to defeat it). Finishing the game you can either turn said shrimp into points to unlock things, or save them to be used in multilayer modes.
Any map in particular you got out of bounds in? All of them?
Thanks again, I'm meaning to play your game, just a lot to play and be thorough with!
Ah, got it! It will make more sense on the finished game too. Btw, I love the elemental shrimp powers, and the combination of elements. I got ice when exploring the Light domain, and tought "what would the fusion of light and ice result in?" Then I got AURORA and was like "Ohhhhhhh, makes sense!".
I got completely out of bound on the earth domain. As in, you know the barrier that prevents you from going outside the level? I got to the other side of it. Then it blocked me from going back in.
In the fire domain, inside the volcano where you fight the hermit crab, I got inside the floor. Very strange, like, there is a small gap between the volcano's floor mesh, and the terrain mesh. I got stuck inside that gap.
In the hub, I got stuck inside one of the sunken temples celings.
Smooth and nice to play, great sense of underwaterness. Glowy statues to touch, activities and puzzles to solve make exploration rewarding and meaningful. Earth RMB is really satisfying to use. Picking up weapons is annoying since the radius is small and I take a while to parse the text, maybe add up and down arrows just to tell if a weapon has better stats or not right away. Several enemies feel like a chore to beat since they have so much health, like the squids and king betta.
Thanks for the video! I added some more radius on the weapon boxes. Mainly for ppl reading: As for the miniboss enemies that are HP sponges, you gotta make sure to remember to update your stats + use your full kit (I noticed you didn't really use your F abilities while playing) to dispatch them quickly
Game works on my new GTX 970 graphics card. Getting hit could have the shrimp flicker on and off to signify getting hit or something similar.
Might want to have a hold-shift-after-a-dash feature to traverse these maps quicker. Having exactly 35 Seascrop Eggs is something Shadow The Hedgehog did so you really want to have more than the listed amount of the specific enemy to find.
It looks very good, plays really well, movement is smooth and I like the visuals. I think that tutorial fishes look a little out of place though, first level had low poly high contrast enemies while tutorial had dark high(er?) poly fishes. Swimming around, blasting enemies is great, but there should be a moment of solace in this all carnage. Meanwhile enemies are respawning and constantly chasing us, so much that I didn't have the time to read what upgrades or weapons should I pick. I really liked UI and additional skills, but that one global crash with 'R'? I thought it's also cooldown attack but I used it for mobs and then it never came back! Just before the boss fight! Also weapons disappear after going through the portal and you have to pick them up again? Couple of weapons felt weak, I was mainly sticking to spread gun for rapid fire, shotgun wasn't powerful enough even in close quarters, other gimmicky weapons weren't shooting fast enough and I felt that DPS for those was lower.
Now what I don't understand is: why shrimp? I feel that any other ship, creature or setting would be more appealing. With a wacky shrimp you might lose your initial playerbase that is looking for exactly your game but with a little more grounded setting.
I still want to go back and finish more dungeons as I didn't have enough time now, maybe with more upgrades you will get more powerful and setting will get more interesting. Sorry for being a mean complainer.
Good feedback Which dungeons did you do? The fusion abilities are charged up with xp orbs, maybe I should add a note. Why shrimp? Cuz it's funny and evocative
Holy crap GasBro, this is a whole finished game. I wasn't expecting such a huge campaign, I just finished the demo solo run, it's insanely rich in content - amazing work. Everything feels super polished, I didn't find any bugs myself, the maps are huge, visually charming, the world looks intriguing, I don't know what to say. I only tried the game that time ago during that multiplayer session but now it feels super complete. Very very good work!
I've seen clips of your game for a while but this is my first time playing it. I did not play the entire thing, only a little bit but I liked what I played so far. Everything seems very polished to me, and the visuals are nice as well. I'd say that the tutorial felt a little unnecessary as I probably could have figured most of it out by just looking at the controls, but you could always add a skip option for that part or something like that, unless there is one and I just missed it or something. Cool game overall. :)
i feel like starting with a dark, gloomy level kind of sets a bad mood considering how bright and colorful the game actually is. the boss felt like an absolute HP hog, tiresome to bring it down what's the penalty for dying? i just respawn immediately, what are the stakes at hand?
I like it! The dialogue was funny and the controls took some getting used to but were pretty smooth once I got the hang of it. The tutorial was clear and I understood what to do. One suggestion, a way to lock onto enemies would be nice.
Incredible progress. Haven't played this one in a year or more. I have finished the earth mission and I enjoyed it so far.
One issue I ran into is that after defeating the euryptid boss the surface it fell onto had fog of war so I couldn't comfortably see the upgrades it dropped and had to spam E for a few.
Comments
One of the more polished demo day games ive played, really fun stuff. Beat the 3 dungeons with a few deaths
Its as shrimple as that, really fuckin cool game. I had some nitpicks above but definitely one of my favorites to play. I could see myself playing this with friends and having a blast.
Keep up the good work!
Thanks for the feedback man!
Yeah, was the RMB ability 30 seconds or 25 seconds? I pushed a 25 seconds build but I'm thinking about lowering it again (for campaign, no MP). Same with the R ability, reducing the charge requirement.
The little mob farm thing after the stone is just a small grace period to try out your abilities + level up more before the boss spawns kinda thing.
You roll a new shrimp every dungeon, then can switch to it in the hub world with the statues. The macro goal is to assemble the strongest group of shrimp possible to kill the boss. Also the shrimp you've created can either be saved to repo or sold for points and tokens
i think it was 25. looking forward to fighting the final boss with the power of friendshrimp
Writing down thoughts as I play.
That's all the time I had right now, I might play again later. It's definitely fun, though it feels a bit free-form right now. I didn't read the dialogue with much care nor did I read all the on-screen text, maybe it's my fault. Hope to see you release soon.
This is really fun. The version i played puts you right into the egg mission which seemed a bit fast to get thrown in, saw an open world thing and tutorial on stream the other day which didn't seem to be in this build which probably addresses that issue already. Might have been a bug or something, after beating the egg mission i got put into another egg mission on the same map and stopped there.
Some feedback: sliding along terrain in the area with the eggs is a little bit inconsistent, sometimes you can slide along it, sometimes you can't, feels a bit jank.
splash radius on the cannon feels a bit inconsistent, but the sniper + cannon + penta loadout i ended up with was a blast to cycle through while killing. I played with wind and the mobility plus crowd control abilities felt very useful and good. The weapon you start with and abilities are very weak compared to the hp of the very first enemies i saw in the egg mission but the damage seems to catch up fast, i had no dps problems after a bit of loot and upgrades.
I got a different spinning 5-pattern weapon which i didn't remember the name for, and it kept shooting out and seemingly getting caught on invisible colliders or something as i flew around. I think my back might have been up against the map edge, and shooting forward away from the map edge the 5 projectile still got caught on it.
it would be nice if the damage numbers against the same enemy combined on nearby hits, the number popups when using the penta projectiles are unreadable when they hit all at the same time.
I like the demo, this is something i think i'd actually buy eventually with more content. I can see this being popular with a pretty wide audience if the rough edges get cleaned up. I thought there was only the egg mission though now reading the other comments there's probably more but i got unlucky.
Thanks for the thorough write up.
Yeah I think you got a bad build I had up for a few hours. The normal build (hub world + 3 dungeons) is up now
This is the best gunship game I've ever played.
I beat two bosses and I'm not sure how to enter the light domain, I'm assuming it has something to do with the shrimps asking you to do quests nearby.
I don't love that the two bosses were about avoiding area of effects or "indirect" attacks instead of the threats coming from the bosses themselves, but that's just me and I'm sure the other bosses are different enough to keep things fresh.
Dying to the boss gave me whiplash because it respawns you in the middle of the bossfight but with worse stats, it doesn't feel great.
Very fun gameplay over all.
Very well made. I got to the statue puzzle and decided to stop, only to realize I've been playing for almost an hour.
Never managed to cast the R abilities, though. Fire was about to cast, then I died and I wasn't ever able to enter the casting state again.
Thanks bro. Which fusion did you have when you encountered that?
Sorry, you gotta aim those at the ground. AoE (can make note)
shrimps are awesome love them and the aesthetic, feels like a very polished game with a lot of content. I'll be playing some more, want to see the other zones.
combat is fun but a bit slow, perhaps player and enemy damage could be increased. The artstyle and UI are all great.
I think the first zone needs a couple more eggs scattered around, I had to keep searching for the last ones. After breaking all the eggs, I couldn't swim high enough to grab the stone the area, I had to die and then it respawned me higher.
Incredible style and soul. All the animations and enemy (and Shrimpy) models look stellar. Feels like I'm playing Armored Core but as a shrimp. Found the intense warnings for fusing your elements pretty funny. I only played singleplayer but it seems there's a mutliplayer mode, too, where you power your Shrimpy up while fighting your friends. Seems like it might be similar to Kirby Air Ride.
Here are a few bugs and other things I took note of:
-Lots of issues with the controller not quite working in menus (PS5 Dualsense controller). Also couldn't move the camera with the right analog stick (I assume this would be where camera is mapped to on controller) once in-game, but seemed to be able to do most everything else (I switched to kbm without testing out all the controller inputs on my PS5 DS once I realized I couldn't move the camera)
-Am I retarded or wouldn't ascending lower your pressure? I understand how it works gameplay-wise I'm just being a nerd.
-Feel like dash action should be able to be spammed more. I was taking a while just to get through my energy trying to use it as often as possible. Would be nice to spam it in more dangerous situations.
-Could shoot through walls at enemies sometimes if I was close enough (mainly tried this on the Kelp Shrine boss and the thing clogging up the Volcano)
-Often got stuck or clipped a little bit into walls and got stuck when I was moving around close to them
-Wish picked up weapons didn't have their icons swap as you cycled through them. This is big personal preference though. It's easier for me to distinguish what I'm using when I just have things laid out in a line being highlighted as I cycle through them.
-In the volcano boss area I noticed the orb to return to the hub world appeared before the boss did; not sure if this was intentional or not
I stopped at the point you needed to find a pearl to talk to that one shrimp. Looked around the world a bit but was pretty confused on where I would need to go to find this pearl.
Overall great work though. The game's visuals have a ton of flare and the gameplay seems solid. Definite GMI energy!
What an interesting game. I really like the visuals, the aesthetic with the elemental domains. It very... vaporwavy in a way. I dig it. The game play works. I played in the controller. My only complaints are that is a bit hard to understand swapping with the controller. With keyboard you get the 123 keys, but with controller, I need to press al the D-pads hoping I get the correct shot I want. Also I'm a bit confused about the Shrimp stats. They reset each domain? Overall it wasn't a problem to play, but it let me very confused all the time.
Now a bug. I got out of bound, or inside geometry colision often. I don't know why or how, but you need to look into that.
Other than that, great game. Look forward to see more.
Thank you.
Yeah, I'll have controller mappings soon... it is just a bit crowded rn.
You roll a new shrimp each dungeon, and completing a dungeon saves that shrimp to be swapped to in the hub (The end game boss will require all of your shrimp to defeat it). Finishing the game you can either turn said shrimp into points to unlock things, or save them to be used in multilayer modes.
Any map in particular you got out of bounds in? All of them?
Thanks again, I'm meaning to play your game, just a lot to play and be thorough with!
Ah, got it! It will make more sense on the finished game too. Btw, I love the elemental shrimp powers, and the combination of elements. I got ice when exploring the Light domain, and tought "what would the fusion of light and ice result in?" Then I got AURORA and was like "Ohhhhhhh, makes sense!".
I got completely out of bound on the earth domain. As in, you know the barrier that prevents you from going outside the level? I got to the other side of it. Then it blocked me from going back in.
In the fire domain, inside the volcano where you fight the hermit crab, I got inside the floor. Very strange, like, there is a small gap between the volcano's floor mesh, and the terrain mesh. I got stuck inside that gap.
In the hub, I got stuck inside one of the sunken temples celings.
I didn't get stuck in the light domain.
Smooth and nice to play, great sense of underwaterness. Glowy statues to touch, activities and puzzles to solve make exploration rewarding and meaningful. Earth RMB is really satisfying to use.
Picking up weapons is annoying since the radius is small and I take a while to parse the text, maybe add up and down arrows just to tell if a weapon has better stats or not right away. Several enemies feel like a chore to beat since they have so much health, like the squids and king betta.
great feedback, ty!
Thanks for the video!
I added some more radius on the weapon boxes.
Mainly for ppl reading: As for the miniboss enemies that are HP sponges, you gotta make sure to remember to update your stats + use your full kit (I noticed you didn't really use your F abilities while playing) to dispatch them quickly
Game works on my new GTX 970 graphics card. Getting hit could have the shrimp flicker on and off to signify getting hit or something similar.
Might want to have a hold-shift-after-a-dash feature to traverse these maps quicker. Having exactly 35 Seascrop Eggs is something Shadow The Hedgehog did so you really want to have more than the listed amount of the specific enemy to find.
Thank you. I recently pushed an update to make the quota 25 (without changing the total number)
It looks very good, plays really well, movement is smooth and I like the visuals. I think that tutorial fishes look a little out of place though, first level had low poly high contrast enemies while tutorial had dark high(er?) poly fishes. Swimming around, blasting enemies is great, but there should be a moment of solace in this all carnage. Meanwhile enemies are respawning and constantly chasing us, so much that I didn't have the time to read what upgrades or weapons should I pick. I really liked UI and additional skills, but that one global crash with 'R'? I thought it's also cooldown attack but I used it for mobs and then it never came back! Just before the boss fight! Also weapons disappear after going through the portal and you have to pick them up again? Couple of weapons felt weak, I was mainly sticking to spread gun for rapid fire, shotgun wasn't powerful enough even in close quarters, other gimmicky weapons weren't shooting fast enough and I felt that DPS for those was lower.
Now what I don't understand is: why shrimp? I feel that any other ship, creature or setting would be more appealing. With a wacky shrimp you might lose your initial playerbase that is looking for exactly your game but with a little more grounded setting.
I still want to go back and finish more dungeons as I didn't have enough time now, maybe with more upgrades you will get more powerful and setting will get more interesting. Sorry for being a mean complainer.
Good feedback
Which dungeons did you do?
The fusion abilities are charged up with xp orbs, maybe I should add a note.
Why shrimp? Cuz it's funny and evocative
I guess it was the first one, with 25 red balls to destroy and then with a big-ass red lobster at the end.
Holy crap GasBro, this is a whole finished game. I wasn't expecting such a huge campaign, I just finished the demo solo run, it's insanely rich in content - amazing work. Everything feels super polished, I didn't find any bugs myself, the maps are huge, visually charming, the world looks intriguing, I don't know what to say. I only tried the game that time ago during that multiplayer session but now it feels super complete. Very very good work!
Thanks nachoman!
I've seen clips of your game for a while but this is my first time playing it. I did not play the entire thing, only a little bit but I liked what I played so far. Everything seems very polished to me, and the visuals are nice as well. I'd say that the tutorial felt a little unnecessary as I probably could have figured most of it out by just looking at the controls, but you could always add a skip option for that part or something like that, unless there is one and I just missed it or something. Cool game overall. :)
When I tell go back to main menu it drops me back to shrimp creation screen
Could you describe what happened?
Probably it is still in VOD
Ah I see now, it was skipping you to one of the dungeons, I left in a line for debugging. I fixed that, the whole game should work now
i feel like starting with a dark, gloomy level kind of sets a bad mood considering how bright and colorful the game actually is.
the boss felt like an absolute HP hog, tiresome to bring it down
what's the penalty for dying? i just respawn immediately, what are the stakes at hand?
You lose items and what not. Thanks for the feedback
I like it! The dialogue was funny and the controls took some getting used to but were pretty smooth once I got the hang of it. The tutorial was clear and I understood what to do. One suggestion, a way to lock onto enemies would be nice.
Incredible progress. Haven't played this one in a year or more. I have finished the earth mission and I enjoyed it so far.
One issue I ran into is that after defeating the euryptid boss the surface it fell onto had fog of war so I couldn't comfortably see the upgrades it dropped and had to spam E for a few.
Thanks dude. Your game looks monumental - will play it sometime this weekend!
Bunch a new stuff. Try the solo mode and see how many dungeons you can clear without getting bored